void main() { object oPC = GetEnteringObject(); int nHuldaBreachFail = GetLocalInt(oPC,"nHuldaBreachFail"); if (nHuldaBreachFail = 1) return; AssignCommand(oPC,ActionPlayAnimation(ANIMATION_LOOPING_GET_LOW, 1.0f, 0.75f)); FloatingTextStringOnCreature("To pass through this crevice will require will and fortitude", oPC); int iWillDC = 16; int iPCWillSave; string sWillSaveResult; iPCWillSave = WillSave(oPC, iWillDC); switch(iPCWillSave) { case 0: { sWillSaveResult = "FAILURE"; break; } case 1: { sWillSaveResult = "SUCCESS"; break; } case 2: { sWillSaveResult = "IMMUNE"; break; } } if (sWillSaveResult == "FAILURE") { DelayCommand(1.0,PlaySound("as_na_rockcavsm2")); DelayCommand(3.0,PlayVoiceChat(VOICE_CHAT_CUSS,oPC)); DelayCommand(6.0,FloatingTextStringOnCreature("You lack the will to persevere", oPC)); SetLocalInt(oPC,"nHuldaBreachFail",1); } int iFortitudeDC = 16; int iPCFortitudeSave; string sFortitudeSaveResult; iPCFortitudeSave = FortitudeSave(oPC, iFortitudeDC); switch(iPCFortitudeSave) { case 0: { sFortitudeSaveResult = "FAILURE"; break; } case 1: { sFortitudeSaveResult = "SUCCESS"; break; } case 2: { sFortitudeSaveResult = "IMMUNE"; break; } } if (sFortitudeSaveResult == "FAILURE") { DelayCommand(1.0,PlaySound("as_na_rockcavsm2")); DelayCommand(3.0,PlayVoiceChat(VOICE_CHAT_CUSS,oPC)); DelayCommand(6.0,FloatingTextStringOnCreature("You lack the fortitude to persevere", oPC)); SetLocalInt(oPC,"nHuldaBreachFail",1); } if ((sFortitudeSaveResult == "SUCCESS") && (GetLocalInt(oPC,"nHuldaBreachFail")!=1)) { DelayCommand(1.0,PlaySound("as_na_rockcavsm2")); AssignCommand(oPC, ActionJumpToObject(GetObjectByTag("WP_HuldaEBreach"))); } }