generated from Jaysyn/ModuleTemplate
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42
_module/nss/07_caveinscr.nss
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42
_module/nss/07_caveinscr.nss
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//::///////////////////////////////////////////////
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//:: 07_caveinscr
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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This is a random firing script that causes the
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cave-in effect. The percentage of firing is equal
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to the trigger's KEYTAG
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*/
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//:://////////////////////////////////////////////
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//:: Created By: ruelk
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//:: Created On: 2/21/04
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//:://////////////////////////////////////////////
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void main()
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{
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//Get the percentage chance this will fire from the
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//trigger's key tag
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int nChance = StringToInt(GetLockKeyTag(OBJECT_SELF));
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//there is a chance this doesnt happen. After all,
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//it should look random. It's just unlucky for the PC
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//who is at the wrong place at the wrong time
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if (d100() > nChance)return;
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object oPC = GetEnteringObject();
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//Although we are saying PC it can be caused by any valid object.
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if (!GetIsObjectValid(oPC)) return;
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//since triggers cant cast we have an invisible object do it
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object oCaster;
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oCaster = GetObjectByTag("07_CAVEINSOURCE");
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//The collapse should happen at an area, not the PC
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//so we tell it to do so at the Wcasting object.
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object oTarget= oCaster;
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//this is just the spell Bombardment
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//its the closest visual I could come up with to simulate a cave in
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AssignCommand(oCaster, ActionCastSpellAtLocation(SPELL_BOMBARDMENT, GetLocation(oTarget), METAMAGIC_ANY, TRUE, PROJECTILE_PATH_TYPE_DEFAULT, TRUE));
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}
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