Scriptname dunKarthspirePlatePuzzleSCRIPT extends TrapTriggerBase {script for the pressure plates in Karthspire redoubt} ; //if we're one of the safe tiles to walk on BOOL PROPERTY bSafe=FALSE AUTO SPELL PROPERTY spellDmg AUTO PERK PROPERTY karthLightFoot AUTO ; //the reference to the master script (dunKarthspirePuzzleMaster) OBJECTREFERENCE PROPERTY castSource AUTO ; //main script variable dunKarthspirePuzzleMaster mainScript OBJECTREFERENCE victim EVENT onLoad() ; //setting the master script to be the one with the stored vars mainScript = castSource AS dunKarthspirePuzzleMaster endEVENT auto STATE Active EVENt OnTriggerEnter( objectReference triggerRef ) ; ;debug.TRACE(self + " has been entered by " + triggerRef) objectsInTrigger = self.GetTriggerObjectCount() IF(triggerRef == game.getPlayer() && game.getPlayer().hasPerk(karthLightFoot)) playAnimation("Down") ELSE ;USKP 2.0.5 - Bethesda didn't bother to check their bool to see if the trigger being stepped on is safe! IF ( ! mainScript || ! mainScript.plateSolved ) && !bSafe if spellDmg && castSource spellDmg.cast(castSource, triggerRef) endif TriggerSound.play(self) ENDIF playAnimation("Down") ENDIF endEVENT EVENT OnTriggerLeave( objectReference triggerRef ) ; ;debug.TRACE(self + " has been exited by " + triggerRef) objectsInTrigger = self.GetTriggerObjectCount() if objectsInTrigger == 0 playAnimation("Up") endif endEVENT endSTATE STATE DoNothing ;Dummy state, don't do anything if animating EVENT OnTriggerEnter( objectReference triggerRef ) ; ;debug.TRACE(self + " has been entered by " + triggerRef) objectsInTrigger = self.GetTriggerObjectCount() endEVENT EVENT OnTrigger( objectReference triggerRef ) ENDEVENT EVENT OnTriggerLeave( objectReference triggerRef ) ; ;debug.TRACE(self + " has been exited by " + triggerRef) objectsInTrigger = self.GetTriggerObjectCount() IF(objectsInTrigger == 0) goToState ("Inactive") playAnimation("Up") ENDIF endEVENT endSTATE