Post by Aboxorox on Aug 5, 2004 20:06:54 GMT
I think it would be a good idea for a few, not all, not most, bridges to have traps or falling risk on them.
Trapped Bridge
When a player walks over the trap a hole is opened in the bridge and they fall down into the chasm and take xdx amount of damage for the fall. The trap will be tumble check and if save wins they suffer no damage and hole placeble will spawn on the bridge and the trap will be disabled until they leave the area. Also there will be a chance to spot and disable the trap until they leave the area.
Windy Bridge
Chance to slip and fall into chasm. Player is unable to block this. Save Vs. Tumble. If fail player falls to chasm floor taking xdx mount of damage. No spot/search check.
What Happens when they fall?
They search the chasm floor, which could/not be filled with enemies, for some climbable rocks that will bring them back to the surface. This will also have a save to see if they slip and fall. If they do they take xdx amount of damage.
The trapped bridge would be good for North of West Styne where the bandits are in the forest while the slip and fall would be good for desert and any windy area.
You an make both scripts into one script by checking the name of the trigger.
object oEntering = GetEnteringObject();
string sTag = GetObjectByTag(GetName(OBJECT_SELF));
object oPC = oEntering
if(oEntering == GetIsPC)
{
if(GetName(OBJECT_SELF) == Name1)
{
JumpToObject(sTag);
SendMessage(oPC, "You hve fallen through a hole in the bridge");
}
Else If(GetName(OBJECT_SELF) == Name2)
{
JumpToObject(sTag);
SendMessage(oPC, "You have slipped nd fallen into a chasm");
}
}
Heh, well atually that would be all the coding besides the saves and damage(I am not sure about the commands of those without the toolset in front of me) but basically that is it. All you have to do is customise the names, DC, damage, and make some areas.
This idea has been used in several other mods and for the most part it is a good thing.
Hope ye like it.
-Aboxorox
P.S. darn wont let me use spaces after enter#nosmileys#nosmileys#nosmileys
Trapped Bridge
When a player walks over the trap a hole is opened in the bridge and they fall down into the chasm and take xdx amount of damage for the fall. The trap will be tumble check and if save wins they suffer no damage and hole placeble will spawn on the bridge and the trap will be disabled until they leave the area. Also there will be a chance to spot and disable the trap until they leave the area.
Windy Bridge
Chance to slip and fall into chasm. Player is unable to block this. Save Vs. Tumble. If fail player falls to chasm floor taking xdx mount of damage. No spot/search check.
What Happens when they fall?
They search the chasm floor, which could/not be filled with enemies, for some climbable rocks that will bring them back to the surface. This will also have a save to see if they slip and fall. If they do they take xdx amount of damage.
The trapped bridge would be good for North of West Styne where the bandits are in the forest while the slip and fall would be good for desert and any windy area.
You an make both scripts into one script by checking the name of the trigger.
object oEntering = GetEnteringObject();
string sTag = GetObjectByTag(GetName(OBJECT_SELF));
object oPC = oEntering
if(oEntering == GetIsPC)
{
if(GetName(OBJECT_SELF) == Name1)
{
JumpToObject(sTag);
SendMessage(oPC, "You hve fallen through a hole in the bridge");
}
Else If(GetName(OBJECT_SELF) == Name2)
{
JumpToObject(sTag);
SendMessage(oPC, "You have slipped nd fallen into a chasm");
}
}
Heh, well atually that would be all the coding besides the saves and damage(I am not sure about the commands of those without the toolset in front of me) but basically that is it. All you have to do is customise the names, DC, damage, and make some areas.
This idea has been used in several other mods and for the most part it is a good thing.
Hope ye like it.
-Aboxorox
P.S. darn wont let me use spaces after enter#nosmileys#nosmileys#nosmileys