void main() { object oPC = GetLastHostileActor(); if (!GetIsPC(oPC)) return; if (d100()>10) return; object oTarget; oTarget = GetObjectByTag("WP_Spawn_Kirmar_Treasure"); int nInt; nInt = GetObjectType(oTarget); if (nInt != OBJECT_TYPE_WAYPOINT) ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_DISPEL_GREATER), oTarget); else ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_DISPEL_GREATER), GetLocation(oTarget)); oTarget = GetObjectByTag("WP_Spawn_Kirmar_Treasure"); nInt = GetObjectType(oTarget); effect eEffect; eEffect = EffectVisualEffect(VFX_FNF_WAIL_O_BANSHEES); if (nInt != OBJECT_TYPE_WAYPOINT) DelayCommand(2.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eEffect, oTarget)); else DelayCommand(2.0, ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eEffect, GetLocation(oTarget))); oTarget = oPC; nInt = GetObjectType(oTarget); if (nInt != OBJECT_TYPE_WAYPOINT) ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_SCREEN_SHAKE), oTarget); else ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_SCREEN_SHAKE), GetLocation(oTarget)); }