Door

class pynwn.Door(resource, instance=False)
animation_state

Animation State.

appearance

Appearance ID.

comment

Comment.

conversation

Conversation resref.

faction

Faction ID.

generic_type

Generic type.

get_description(lang=None)

Localized description.

get_name(lang=None)

Localized name.

hardness

Hardness.

hp

Maximum Hitpoints.

hp_current

Current Hitpoints.

interruptable

Conversation interruptable flag.

key_auto_remove

Auto-remove key.

key_required

Key required flag.

key_tag

Key tag.

linked_to

Linked to tag.

linked_to_flags

Linked to flags.

load_screen

Load screen ID.

lock_close_dc

Close lock DC.

lock_open_dc

Open lock DC.

lockable

Lockable flag.

locked

Locked flag.

paletted_id

Palette ID.

plot

Plot flag.

portrait_id

Portrait ID.

resref

Resref.

save_fortitude

Fortitude Saving Throw.

save_reflex

Reflex Saving Throw.

save_will

Will Saving Throw.

scripts

Scripts: Door responds to the following script events:

  1. Event.CLOSE
  2. Event.DAMAGED
  3. Event.DEATH
  4. Event.TRAP_DISARMED
  5. Event.HEARTBEAT
  6. Event.LOCK
  7. Event.ATTACKED
  8. Event.OPEN
  9. Event.SPELL_CAST_AT
  10. Event.TRAP_TRIGGERED
  11. Event.UNLOCK
  12. Event.USER_DEFINED
  13. Event.CLICK
  14. Event.FAIL_TO_OPEN
set_description(lang=None, string=None)

Localized description.

set_name(lang=None, string=None)

Localized name.

tag

Tag.

trap_detect_dc

Trap detect DC.

trap_detectable

Trap detectable flag.

trap_disarm_dc

Trap disarm DC.

trap_disarmable

Trap disarmable flag.

trap_flag

Trap flag.

trap_one_shot

Trap is one-shot.

trap_type

Trap type.

vars

Variable table


class pynwn.DoorInstance(gff, parent_obj)

A door instance is one placed in an area in the toolset. As such it’s values are derived from its parent GFF structure.

position

Position

Returns:Tuple of x, y, z coordinates.