Thing is, you'll have to tell me how to do that script-wise. This is the script I'm using at the moment, generated by Lilac Soul's good old script generated.
/*
* Script generated by LS Script Generator, v.TK.0
*
* For download info, please visit:
*
http://nwvault.ign.c....Detail&id=1502
*/
// Put this script OnEnter.
void main()
{
object oSpawn;
effect eDamage;
effect eVFX;
int nCount;
object oItem;
// Get the creature who triggered this event.
object oPC = GetEnteringObject();
// Only fire for (real) PCs.
if ( !GetIsPC(oPC) || GetIsDMPossessed(oPC) )
return;
// Only fire once.
if ( GetLocalInt(GetModule(), "DO_ONCE__" + GetTag(OBJECT_SELF)) )
return;
SetLocalInt(GetModule(), "DO_ONCE__" + GetTag(OBJECT_SELF), TRUE);
// Relieve the PC of its possessions.
oItem = GetFirstItemInInventory(oPC);
while ( oItem != OBJECT_INVALID )
{
DestroyObject(oItem);
oItem = GetNextItemInInventory(oPC);
}
// Relieve the PC of its equipment.
nCount = NUM_INVENTORY_SLOTS;
while ( nCount-- > 0 )
{
oItem = GetItemInSlot(nCount, oPC);
DestroyObject(oItem);
}
// Relieve the PC of its gold.
TakeGoldFromCreature(GetGold(oPC), oPC, TRUE);
// Cutscene functions:
BlackScreen(oPC);
// Cutscene functions:
StopFade(oPC);
// Have the PC perform a sequence of actions.
AssignCommand(oPC, ActionPlayAnimation(ANIMATION_FIREFORGET_SPASM));
// Have the PC perform a sequence of actions.
AssignCommand(oPC, ClearAllActions());
AssignCommand(oPC, ActionPlayAnimation(ANIMATION_FIREFORGET_SPASM));
AssignCommand(oPC, ActionPlayAnimation(ANIMATION_LOOPING_DEAD_FRONT, 1.0, 5.0));
AssignCommand(oPC, ActionSpeakString("Ugh... Attacked... Mugged"));
AssignCommand(oPC, ActionPlayAnimation(ANIMATION_LOOPING_DEAD_FRONT, 1.0, 5.0));
// Apply a visual effect.
eVFX = EffectVisualEffect(VFX_COM_BLOOD_CRT_RED);
ApplyEffectToObject(DURATION_TYPE_INSTANT, eVFX, oPC);
eVFX = EffectVisualEffect(VFX_FNF_PWKILL);
ApplyEffectToObject(DURATION_TYPE_INSTANT, eVFX, oPC);
eVFX = EffectVisualEffect(491);
ApplyEffectToObject(DURATION_TYPE_INSTANT, eVFX, oPC);
eVFX = EffectVisualEffect(VFX_COM_CHUNK_RED_SMALL);
ApplyEffectToObject(DURATION_TYPE_INSTANT, eVFX, oPC);
// Cause damage.
eDamage = EffectDamage(d12(), DAMAGE_TYPE_SLASHING);
eVFX = EffectVisualEffect(VFX_COM_BLOOD_LRG_RED);
ApplyEffectToObject(DURATION_TYPE_INSTANT, eDamage, oPC);
ApplyEffectToObject(DURATION_TYPE_INSTANT, eVFX , oPC);
// Cutscene functions:
BlackScreen(oPC);
// Cutscene functions:
StopFade(oPC);
}