void main() { object oPC = GetEnteringObject(); int nDamageAmount = d6(4); effect eFallDamage = EffectDamage(nDamageAmount, DAMAGE_TYPE_BLUDGEONING); string sText = "You have fallen rather painfully to a river from far above."; object oLefthand = GetItemInSlot(INVENTORY_SLOT_LEFTHAND, oPC); object oRighthand = GetItemInSlot(INVENTORY_SLOT_RIGHTHAND, oPC); object oSound = GetObjectByTag("fr_iwd_ogre_fall"); if (GetIsDM(oPC) == FALSE) { AssignCommand(oPC, ActionUnequipItem(oLefthand)); AssignCommand(oPC, ActionUnequipItem(oRighthand)); BlackScreen(oPC); DelayCommand(6.0, FadeFromBlack(oPC, FADE_SPEED_SLOW)); DelayCommand(2.0, PlayVoiceChat(VOICE_CHAT_DEATH, oPC)); DelayCommand(4.0, SoundObjectPlay(oSound)); DelayCommand(5.0, AssignCommand(oPC, ActionPlayAnimation(ANIMATION_LOOPING_MEDITATE, 1.0, 20.0))); DelayCommand(6.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eFallDamage, oPC)); DelayCommand(8.0, FloatingTextStringOnCreature(sText, oPC, FALSE)); } }