pub struct SavedDoor {Show 53 fields
pub tag: String,
pub object_id: ObjectId,
pub appearance: u32,
pub generic_type: u8,
pub loc_name: GffLocalizedString,
pub description: GffLocalizedString,
pub portrait: SavedPortrait,
pub x: f32,
pub y: f32,
pub z: f32,
pub bearing: f32,
pub current_hp: i16,
pub hp: i16,
pub hardness: u8,
pub fortitude: u8,
pub reflex: u8,
pub will: u8,
pub min1_hp: bool,
pub plot: bool,
pub is_static: bool,
pub commandable: bool,
pub faction: u32,
pub open_state: u8,
pub lockable: bool,
pub locked: bool,
pub open_lock_dc: u8,
pub close_lock_dc: u8,
pub secret_door_dc: u8,
pub key_name: String,
pub key_required: bool,
pub auto_remove_key: bool,
pub trap: TrapSettings,
pub linked_to: String,
pub linked_to_flags: u8,
pub linked_to_module: ResRef,
pub transition_destin: GffLocalizedString,
pub load_screen_id: u16,
pub conversation: ResRef,
pub on_click: ResRef,
pub on_closed: ResRef,
pub on_damaged: ResRef,
pub on_death: ResRef,
pub on_dialog: ResRef,
pub on_disarm: ResRef,
pub on_fail_to_open: ResRef,
pub on_heartbeat: ResRef,
pub on_lock: ResRef,
pub on_melee_attacked: ResRef,
pub on_open: ResRef,
pub on_spell_cast_at: ResRef,
pub on_trap_triggered: ResRef,
pub on_unlock: ResRef,
pub on_user_defined: ResRef,
}Expand description
A door as stored inside a save game’s module GIT.
Fields§
§tag: StringObject tag (Tag).
object_id: ObjectIdRuntime object id (ObjectId).
appearance: u32Appearance row (Appearance), into genericdoors.2da.
generic_type: u8Generic door type (GenericType).
loc_name: GffLocalizedStringDisplayed name (LocName).
description: GffLocalizedStringDescription (Description).
portrait: SavedPortraitPortrait, in whichever of its two forms the object uses.
x: f32World X position (X).
y: f32World Y position (Y).
z: f32World Z position (Z).
bearing: f32Facing, in radians (Bearing).
current_hp: i16Current hit points (CurrentHP).
hp: i16Maximum hit points (HP).
hardness: u8Damage reduction (Hardness).
fortitude: u8Fortitude save (Fort).
reflex: u8Reflex save (Ref).
will: u8Will save (Will).
min1_hp: boolCannot be reduced below 1 HP (Min1HP).
plot: boolPlot flag (Plot).
is_static: boolStatic, non-interactive geometry (Static).
commandable: boolAccepts scripted commands (Commandable).
faction: u32Faction id (Faction).
open_state: u8Open / closed / destroyed state (OpenState).
lockable: boolCan be locked at all (Lockable).
locked: boolCurrently locked (Locked).
open_lock_dc: u8DC to pick the lock (OpenLockDC).
close_lock_dc: u8DC to re-lock (CloseLockDC).
secret_door_dc: u8DC to spot a secret door (SecretDoorDC).
key_name: StringKey tag that opens this door (KeyName).
key_required: boolA key is required regardless of lock DC (KeyRequired).
auto_remove_key: boolConsume the key on use (AutoRemoveKey).
trap: TrapSettingsTrap configuration (TrapDetectable, TrapDetectDC, …).
linked_to: StringArea transition target tag (LinkedTo).
linked_to_flags: u8Transition kind (LinkedToFlags).
linked_to_module: ResRefTarget module for a cross-module transition (LinkedToModule).
transition_destin: GffLocalizedStringTransition tooltip text (TransitionDestin).
load_screen_id: u16Load screen shown across the transition (LoadScreenID).
conversation: ResRefAttached conversation (Conversation).
on_click: ResRefOnClick.
on_closed: ResRefOnClosed.
on_damaged: ResRefOnDamaged.
on_death: ResRefOnDeath.
on_dialog: ResRefOnDialog.
on_disarm: ResRefOnDisarm.
on_fail_to_open: ResRefOnFailToOpen.
on_heartbeat: ResRefOnHeartbeat.
on_lock: ResRefOnLock.
on_melee_attacked: ResRefOnMeleeAttacked.
on_open: ResRefOnOpen.
on_spell_cast_at: ResRefOnSpellCastAt.
on_trap_triggered: ResRefOnTrapTriggered.
on_unlock: ResRefOnUnlock.
on_user_defined: ResRefOnUserDefined.