void CreateObject2(int nObjectType, string sTemplate, location lLocation, int bUseAppearAnimation=FALSE); //:://///////////////////////////////////////////// //:: Average Holy Trap //:: NW_T1_HolyAvgC //:: Copyright (c) 2001 Bioware Corp. //::////////////////////////////////////////////// /* Strikes the entering undead with a beam of pure sunlight for 5d10 damage. */ //::////////////////////////////////////////////// //:: Created By: Preston Watamaniuk //:: Created On: July 4th, 2001 //::////////////////////////////////////////////// #include "prc_inc_racial" void main() { //Declare major variables object oTarget = GetEnteringObject(); int nAC = GetAC(oTarget); //Make attack roll int nRoll = d20() + 10 + 3; effect eDam = EffectDamage(d10(5), DAMAGE_TYPE_DIVINE); effect eVis = EffectVisualEffect(VFX_IMP_SUNSTRIKE); if (nRoll > 0) { if (MyPRCGetRacialType(oTarget) == RACIAL_TYPE_UNDEAD) { //Apply Holy Damage and VFX impact ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget); ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget); } else { eDam = EffectDamage(d4(3), DAMAGE_TYPE_DIVINE); //Apply Holy Damage and VFX impact ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget); ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget); } } //respawn trap DelayCommand(598.0, CreateObject2(GetObjectType(OBJECT_SELF), GetResRef(OBJECT_SELF), GetLocation(OBJECT_SELF))); DelayCommand(600.0, DestroyObject(OBJECT_SELF)); } void CreateObject2(int nObjectType, string sTemplate, location lLocation, int bUseAppearAnimation=FALSE) { CreateObject(nObjectType, sTemplate, lLocation, bUseAppearAnimation); return; }