Spike Trap Help
Zephirius
Member Posts: 419
Having trouble figuring out how to "cast" manticore spikes from a generic trigger. I want to really nail the PC!
I don't think the trigger can cast it. But it really doesn't matter much. I don't think I arranged the ActionCastSpell right. Actually, I don't even think I'm close.
This is what I have so far...
I don't think the trigger can cast it. But it really doesn't matter much. I don't think I arranged the ActionCastSpell right. Actually, I don't even think I'm close.
This is what I have so far...
#include "nw_i0_generic" void main() { object oPC = GetEnteringObject(); if (!GetIsPC(oPC)) return; int DoOnce = GetLocalInt(OBJECT_SELF, GetTag(OBJECT_SELF)); if (DoOnce==TRUE) return; SetLocalInt(OBJECT_SELF, GetTag(OBJECT_SELF), TRUE); object oTroll = GetObjectByTag("FOREST_TROLL1"); oTroll = GetObjectByTag("FOREST_TROLL2"); oTroll = GetObjectByTag("TROLL_SHAMAN"); ActionCastSpellAtObject(SPELLABILITY_MANTICORE_SPIKES, oPC, METAMAGIC_ANY, FALSE, 30, PROJECTILE_PATH_TYPE_ACCELERATING, TRUE); object oTarget; oTarget = oTroll; AdjustReputation(oPC, oTarget, -100); SetIsTemporaryEnemy(oPC, oTarget); ActionAttack(oPC); DetermineCombatRound(oPC); }
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Just added an invisible object "oSpike" and AssignCommand to the spell/trap. Works great now. I'm such a bonehead!