effect eEffect; int nInt; object oTarget; //Created By Guile 4/8/07 //Put this script OnEnter of a tracks trigger void main() { object oPC = GetEnteringObject(); if (!GetIsPC(oPC)) return; //If the rogue successfully makes the search check the trap is auto disarmed if (GetIsSkillSuccessful(oPC, SKILL_SEARCH, 94)) { oTarget = OBJECT_SELF; //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 nInt = GetObjectType(oTarget); if (nInt != OBJECT_TYPE_WAYPOINT) ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_DISPEL_DISJUNCTION), oTarget); else ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_DISPEL_DISJUNCTION), GetLocation(oTarget)); DestroyObject(oTarget, 3.0); } //otherwise the entering looter dies to a horrible ruin spell. else { eEffect = EffectDamage(3000, DAMAGE_TYPE_POSITIVE, 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 nInt = GetObjectType(oTarget); if (nInt != OBJECT_TYPE_WAYPOINT) ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_GREATER_RUIN), oTarget); else ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_GREATER_RUIN), GetLocation(oTarget)); } }