void main()
{
    object oPedestal = GetObjectByTag("alc1pedestal");
    object oPC = GetEnteringObject();
    int iLuck = d2(1);
    object oTrapStatue1 = GetObjectByTag("a1trapstatue1");
    object oTrapStatue2 = GetObjectByTag("a1trapstatue2");
    object oTrapStatue3 = GetObjectByTag("a1trapstatue3");
    object oTrapStatue4 = GetObjectByTag("a1trapstatue4");
    object oTrapStatue5 = GetObjectByTag("a1trapstatue5");

    if(GetLocalInt(oPedestal, "alc1_trapset") == 1)
        {
            AssignCommand(GetNearestObject(OBJECT_TYPE_PLACEABLE, oPC), PlayAnimation(ANIMATION_PLACEABLE_ACTIVATE));
            if (iLuck == 1)
                {
                    int iDamage = GetMaxHitPoints(oPC);
                    int nDamageAmount = FloatToInt(0.75 * iDamage);
                    ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectDamage(nDamageAmount, DAMAGE_TYPE_ELECTRICAL), oPC);
                    ApplyEffectToObject(DURATION_TYPE_TEMPORARY, EffectBeam(VFX_BEAM_LIGHTNING, oTrapStatue1, BODY_NODE_CHEST, FALSE), oPC, 3.0);
                    ApplyEffectToObject(DURATION_TYPE_TEMPORARY, EffectBeam(VFX_BEAM_LIGHTNING, oTrapStatue2, BODY_NODE_CHEST, FALSE), oPC, 3.0);
                    ApplyEffectToObject(DURATION_TYPE_TEMPORARY, EffectBeam(VFX_BEAM_LIGHTNING, oTrapStatue3, BODY_NODE_CHEST, FALSE), oPC, 3.0);
                    ApplyEffectToObject(DURATION_TYPE_TEMPORARY, EffectBeam(VFX_BEAM_LIGHTNING, oTrapStatue4, BODY_NODE_CHEST, FALSE), oPC, 3.0);
                    ApplyEffectToObject(DURATION_TYPE_TEMPORARY, EffectBeam(VFX_BEAM_LIGHTNING, oTrapStatue5, BODY_NODE_CHEST, FALSE), oPC, 3.0);
                    CreateObject(OBJECT_TYPE_PLACEABLE, "plc_weathmark", GetLocation(oPC), TRUE);
                    AssignCommand(oPC, PlaySound("al_mg_jacobs1"));
                    AssignCommand(oPC, ActionPlayAnimation(ANIMATION_LOOPING_SPASM, 1.0, 1.0));
                    DelayCommand(1.0, AssignCommand(oPC, ActionPlayAnimation(ANIMATION_LOOPING_DEAD_FRONT, 1.0, 10.0)));
                }
              else
                {
                    ApplyEffectToObject(DURATION_TYPE_TEMPORARY, EffectBeam(VFX_BEAM_LIGHTNING, oTrapStatue1, BODY_NODE_CHEST, FALSE), oPC, 3.0);
                    ApplyEffectToObject(DURATION_TYPE_TEMPORARY, EffectBeam(VFX_BEAM_LIGHTNING, oTrapStatue2, BODY_NODE_CHEST, FALSE), oPC, 3.0);
                    ApplyEffectToObject(DURATION_TYPE_TEMPORARY, EffectBeam(VFX_BEAM_LIGHTNING, oTrapStatue3, BODY_NODE_CHEST, FALSE), oPC, 3.0);
                    ApplyEffectToObject(DURATION_TYPE_TEMPORARY, EffectBeam(VFX_BEAM_LIGHTNING, oTrapStatue4, BODY_NODE_CHEST, FALSE), oPC, 3.0);
                    ApplyEffectToObject(DURATION_TYPE_TEMPORARY, EffectBeam(VFX_BEAM_LIGHTNING, oTrapStatue5, BODY_NODE_CHEST, FALSE), oPC, 3.0);
                    CreateObject(OBJECT_TYPE_PLACEABLE, "plc_weathmark", GetLocation(oPC), TRUE);
                    AssignCommand(oPC, PlaySound("al_mg_jacobs1"));
                    AssignCommand(oPC, ActionPlayAnimation(ANIMATION_LOOPING_SPASM, 1.0, 1.0));
                    DelayCommand(1.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectDeath(), GetEnteringObject()));
                }
            AssignCommand(GetNearestObject(OBJECT_TYPE_PLACEABLE,oPC), DelayCommand(5.0, PlayAnimation(ANIMATION_PLACEABLE_DEACTIVATE)));
        }
      else
        {
        }
}