This action will open the specified door. If the door is locked the creature must possess the correct key. Some doors central to the plot doors cannot be opened. The active creature can stick on this action if it fails.
IF
See("Door01"
OpenState("Door01",FALSE)
!See([GOODCUTOFF])
!TargetUnreachable("Door01")
THEN
RESPONSE #100
MoveToObjectNoInterrupt("Door01")
Unlock("Door01" )
OpenDoor("Door01")
END
BG2 barrel re-exports.
Generated by ts-update. Do not edit manually.
Uses named re-exports (not export *) so esbuild can statically resolve each binding without falling back to runtime __reExport helpers for externalized .d.ts modules.