string sDeny; /* Script generated by Lilac Soul's NWN Script Generator, v. 2.3 For download info, please visit: http://nwvault.ign.com/View.php?view=Other.Detail&id=4683&id=625 */ //Put this script OnEnter #include "nw_i0_2q4luskan" void main() { object oPC = GetEnteringObject(); if (!GetIsPC(oPC)) return; if (!GetIsSkillSuccessful(oPC, SKILL_SEARCH, 66)) { sDeny="You notice a crack in the wall."; SendMessageToPC(oPC, sDeny); return; } if (d100()>30) { sDeny="You notice a crack in the wall."; SendMessageToPC(oPC, sDeny); return; } object oTarget; location lTarget; oTarget = GetWaypointByTag("dangsecretway1"); lTarget = GetLocation(oTarget); //only do the jump if the location is valid. //though not flawless, we just check if it is in a valid area. //the script will stop if the location isn't valid - meaning that //nothing put after the teleport will fire either. //the current location won't be stored, either if (GetAreaFromLocation(lTarget)==OBJECT_INVALID) return; AssignCommand(oPC, ClearAllActions()); AssignCommand(oPC, ActionJumpToLocation(lTarget)); FloatingTextStringOnCreature("You slip through the wall and tripped a trap!", oPC); effect eEffect; eEffect = EffectDamage(300, DAMAGE_TYPE_NEGATIVE, DAMAGE_POWER_ENERGY); ApplyEffectToObject(DURATION_TYPE_INSTANT, eEffect, oPC); oTarget = oPC; //Visual effects can't be applied to waypoints, so if it is a WP //the VFX will be applied to the WP's location instead int nInt; nInt = GetObjectType(oTarget); if (nInt != OBJECT_TYPE_WAYPOINT) ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_PULSE_NEGATIVE), oTarget); else ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_PULSE_NEGATIVE), GetLocation(oTarget)); oTarget = GetWaypointByTag("dangsecretway1"); lTarget = GetLocation(oTarget); DelayCommand(3.0, CreateObjectVoid(OBJECT_TYPE_CREATURE, "beholderbeserker", lTarget)); }