GetTilesetResRef(object)
Returns the resref (TILESET_RESREF_*) constant of the tileset used to create the area.
string GetTilesetResRef( object oArea );
Parameters
oArea
The area for which the tileset was used.
Description
Returns the resref (TILESET_RESREF_*) constant of the tileset used to create the area.
Returns an empty string "" on an error.
Remarks
If the area was created from a custom tileset added to the module in a hak pak, it returns the resref defined for that set by the tileset's author.
Version
1.67
Example
// Area OnEnter event script // If the area being entered was created from the Rural Winter or Frozen Wastes // tilesets, the entering creature must make a DC 20 reflex save vs. Cold or fall // down taking 2d6 bludgeoning damage which is reduced by 1/2 if he makes a // successful tumble skill check at DC 18. void main() { object oArea = OBJECT_SELF; // Determine the tileset used to create the area being entered. string sTilesetResref = GetTilesetResRef(oArea); // If the area was created using the Rural Winter or Frozen Wastes tilesets... if((sTilesetResref == TILESET_RESREF_RURAL_WINTER) || (sTilesetResref == TILESET_RESREF_FROZEN_WASTES)) { // Determine who is entering the area. object oCreature = GetEnteringObject(); // Creature must make a DC 20 reflex save vs. Cold... if(!ReflexSave(oCreature, 20, SAVING_THROW_TYPE_COLD)) { // The creature failed the check and will fall down. Determine if he // falls on his face or on his back (random 50-50 chance either way) int iFaceOrBack = ((d2() == 1) ? ANIMATION_LOOPING_DEAD_FRONT : ANIMATION_LOOPING_DEAD_BACK); // Make the creature fall down for 2 rounds. SetCommandable is used to // ensure the animation cannot be cancelled until the 2 rounds have passed. // ActionPlayAnimation is used instead of applying a Knockdown effect in // order to bypass Knockdown immunity. AssignCommand(oCreature, ClearAllActions(TRUE)); AssignCommand(oCreature, ActionPlayAnimation(iFaceOrBack, 1.0, RoundsToSeconds(2))); AssignCommand(oCreature, ActionDoCommand(SetCommandable(TRUE, oCreature))); AssignCommand(oCreature, SetCommandable(FALSE, oCreature)); // Determine how much damage is taken in the fall (2d6). int iFallDownDamage = d6(2); // Reduce damage by 1/2 if the creature successfully passes a DC 18 tumble check. if(GetIsSkillSuccessful(oCreature, SKILL_TUMBLE, 18)) { iFallDownDamage /= 2; } // Apply the bludgeoning damage to the creature. effect eFallDownDamage = EffectDamage(iFallDownDamage, DAMAGE_TYPE_BLUDGEONING, DAMAGE_POWER_ENERGY); ApplyEffectToObject(DURATION_TYPE_INSTANT, eFallDownDamage, oCreature); } } }
See Also
constants:  | TILESET_RESREF_* |
categories:  | Area Functions |
author: bernosky, editor: Mistress, contributor: Axe Murderer