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HeroesStone_PRC8/_module/nss/07_caveinscr.nss
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//::///////////////////////////////////////////////
//:: 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));
}