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