<tasting the stew...>
Well, it's more than a script problem, I think. Though that is certainly in the mix. *None* of the script fires... Not the effectdamage, not the visual effect.
Let's see if this will paste nice the *first* time (sometimes I hate these forums...)
//::///////////////////////////////////////////////
//:: DoTrapSpike
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
Does a spike trap. Reflex save allowed. 2d6
*/
//:://////////////////////////////////////////////
//:: Created By:
//:: Created On:
//:://////////////////////////////////////////////
// apply effects of spike trap on entering object
void TrapSpike()
{
//Declare major variables
int nDamage = d6(2);
object oTarget = GetEnteringObject();
int nRealDamage = GetReflexAdjustedDamage(nDamage, oTarget, 15, SAVING_THROW_TYPE_TRAP, OBJECT_SELF);
if (nDamage > 0)
{
effect eDam = EffectDamage(nRealDamage, DAMAGE_TYPE_PIERCING);
effect eVis = EffectVisualEffect(781);
ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eVis, GetLocation(oTarget));
ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget);
}
}
Edit: So, I assumed the script listed in the traps.2da is the script called when the trap is triggered. But it's not getting that far.
<...and adding a pinch, a *big* pinch, of cayenne>
Modifié par Rolo Kipp, 06 février 2012 - 11:47 .