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Proper variable name: Perception_Roll instead of Perception_Check, ref
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burner1024 committed Apr 20, 2024
1 parent cb71552 commit ce728a5
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Showing 2 changed files with 30 additions and 30 deletions.
30 changes: 15 additions & 15 deletions scripts_src/generic/ziwoddor.ssl
Original file line number Diff line number Diff line change
Expand Up @@ -517,21 +517,21 @@ on your lockpick and traps skills and perception to notice things.
*************************************************************************************/

procedure Look_Traps_And_Locks begin
variable Perception_Check;
variable Perception_Roll;
variable Traps_Check;
variable Locks_Check;

Perception_Check = roll_vs_stat(dude_obj, STAT_pe, 0);
Perception_Roll = roll_vs_stat(dude_obj, STAT_pe, 0);
Traps_Check:=roll_vs_skill(dude_obj,SKILL_TRAPS,0);
Locks_Check:=roll_vs_skill(dude_obj,SKILL_LOCKPICK,0);

if (is_success(Perception_Check)) then begin
if (is_success(Perception_Roll)) then begin

/*************************************************************************************************/

/* Critical Success of a Perception Check (Start)*/

if (is_critical(Perception_Check)) then begin
if (is_critical(Perception_Roll)) then begin

if (is_success(Traps_Check)) then begin
set_local_var(LVAR_Found_Trap,1); // player has found the trap
Expand Down Expand Up @@ -735,7 +735,7 @@ procedure Look_Traps_And_Locks begin

/* Critical Failure of a Perception Check (Start)*/

else if (is_critical(Perception_Check)) then begin
else if (is_critical(Perception_Roll)) then begin
if (is_success(Traps_Check)) then begin
set_local_var(LVAR_Found_Trap,1); // player has found the trap

Expand Down Expand Up @@ -942,14 +942,14 @@ traps skill and perception to notice the trap.
**********************************************************************************/

procedure Look_Traps begin
variable Perception_Check;
variable Perception_Roll;
variable Traps_Check;

Perception_Check = roll_vs_stat(dude_obj, STAT_pe, 0);
Perception_Roll = roll_vs_stat(dude_obj, STAT_pe, 0);
Traps_Check:=roll_vs_skill(dude_obj,SKILL_TRAPS,0);

if (is_success(Perception_Check)) then begin
if (is_critical(Perception_Check)) then begin
if (is_success(Perception_Roll)) then begin
if (is_critical(Perception_Roll)) then begin
if (is_success(Traps_Check)) then begin
if (is_critical(Traps_Check)) then begin
display_msg(mstr(104));
Expand Down Expand Up @@ -990,7 +990,7 @@ procedure Look_Traps begin
end // Regular Success (Stat_pe)
end

else if (is_critical(Perception_Check)) then begin
else if (is_critical(Perception_Roll)) then begin
if (is_success(Traps_Check)) then begin
if (is_critical(Traps_Check)) then begin
display_msg(mstr(136));
Expand Down Expand Up @@ -1039,14 +1039,14 @@ lockpick skill and perception to notice the lock.
*********************************************************************************/

procedure Look_Locks begin
variable Perception_Check;
variable Perception_Roll;
variable Locks_Check;

Perception_Check = roll_vs_stat(dude_obj, STAT_pe, 0);
Perception_Roll = roll_vs_stat(dude_obj, STAT_pe, 0);
Locks_Check:=roll_vs_skill(dude_obj,SKILL_LOCKPICK,0);

if (is_success(Perception_Check)) then begin
if (is_critical(Perception_Check)) then begin
if (is_success(Perception_Roll)) then begin
if (is_critical(Perception_Roll)) then begin
if (is_success(Locks_Check)) then begin
if (is_critical(Locks_Check)) then begin
display_msg(mstr(114));
Expand Down Expand Up @@ -1087,7 +1087,7 @@ procedure Look_Locks begin
end // Regular Success (Stat_pe)
end

else if (is_critical(Perception_Check)) then begin
else if (is_critical(Perception_Roll)) then begin
if (is_success(Locks_Check)) then begin
if (is_critical(Locks_Check)) then begin
display_msg(mstr(146));
Expand Down
30 changes: 15 additions & 15 deletions scripts_src/headers/doors_containers.h
Original file line number Diff line number Diff line change
Expand Up @@ -602,14 +602,14 @@ lockpick skill and perception to notice the lock.
*********************************************************************************/
#ifndef custom_Look_Locks
procedure Look_Locks begin
variable Perception_Check;
variable Perception_Roll;
variable Locks_Check;

Perception_Check = roll_vs_stat(dude_obj, STAT_pe, 0);
Perception_Roll = roll_vs_stat(dude_obj, STAT_pe, 0);
Locks_Check:=roll_vs_skill(dude_obj,SKILL_LOCKPICK,0);

if (is_success(Perception_Check)) then begin
if is_critical(Perception_Check) then begin
if (is_success(Perception_Roll)) then begin
if is_critical(Perception_Roll) then begin
if (is_success(Locks_Check)) then begin
if (is_critical(Locks_Check)) then begin
display_msg(my_mstr(114));
Expand Down Expand Up @@ -650,7 +650,7 @@ lockpick skill and perception to notice the lock.
end // Regular Success (Stat_pe)
end

else if is_critical(Perception_Check) then begin
else if is_critical(Perception_Roll) then begin
if (is_success(Locks_Check)) then begin
if (is_critical(Locks_Check)) then begin
display_msg(my_mstr(146));
Expand Down Expand Up @@ -698,14 +698,14 @@ traps skill and perception to notice the trap.
**********************************************************************************/
#ifndef custom_Look_Traps
procedure Look_Traps begin
variable Perception_Check;
variable Perception_Roll;
variable Traps_Check;

Perception_Check = roll_vs_stat(dude_obj, STAT_pe, 0);
Perception_Roll = roll_vs_stat(dude_obj, STAT_pe, 0);
Traps_Check:=roll_vs_skill(dude_obj,SKILL_TRAPS,0);

if (is_success(Perception_Check)) then begin
if is_critical(Perception_Check) then begin
if (is_success(Perception_Roll)) then begin
if is_critical(Perception_Roll) then begin
if (is_success(Traps_Check)) then begin
if (is_critical(Traps_Check)) then begin
display_msg(my_mstr(104));
Expand Down Expand Up @@ -746,7 +746,7 @@ traps skill and perception to notice the trap.
end // Regular Success (Stat_pe)
end

else if is_critical(Perception_Check) then begin
else if is_critical(Perception_Roll) then begin
if (is_success(Traps_Check)) then begin
if (is_critical(Traps_Check)) then begin
display_msg(my_mstr(136));
Expand Down Expand Up @@ -795,21 +795,21 @@ on your lockpick and traps skills and perception to notice things.
*************************************************************************************/
#ifndef custom_Look_Traps_And_Locks
procedure Look_Traps_And_Locks begin
variable Perception_Check;
variable Perception_Roll;
variable Traps_Check;
variable Locks_Check;

Perception_Check = roll_vs_stat(dude_obj, STAT_pe, 0);
Perception_Roll = roll_vs_stat(dude_obj, STAT_pe, 0);
Traps_Check:=roll_vs_skill(dude_obj,SKILL_TRAPS,0);
Locks_Check:=roll_vs_skill(dude_obj,SKILL_LOCKPICK,0);

if (is_success(Perception_Check)) then begin
if (is_success(Perception_Roll)) then begin

/*************************************************************************************************/

/* Critical Success of a Perception Check (Start)*/

if is_critical(Perception_Check) then begin
if is_critical(Perception_Roll) then begin

if (is_success(Traps_Check)) then begin
set_local_var(LVAR_Found_Trap,1); // player has found the trap
Expand Down Expand Up @@ -1013,7 +1013,7 @@ on your lockpick and traps skills and perception to notice things.

/* Critical Failure of a Perception Check (Start)*/

else if is_critical(Perception_Check) then begin
else if is_critical(Perception_Roll) then begin
if (is_success(Traps_Check)) then begin
set_local_var(LVAR_Found_Trap,1); // player has found the trap

Expand Down

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