///////////////////////////////// /* Creates a Placeable borken door to replace the one just destroyed if the LocalString of the door is either "door_wood" or "door_dungeon" otherwise it executes the default HoTU sctipt for creating a craftable item */ //////////////////////////////// void main() { object oDest = GetTransitionTarget(OBJECT_SELF); if( oDest != OBJECT_INVALID) { // kludge because transition door is not actually destroyed // and will close both doors if used with auto closed scripts int nMaxHP=GetMaxHitPoints(oDest); effect eDamage = EffectDamage(nMaxHP); ApplyEffectToObject(DURATION_TYPE_INSTANT,eDamage,oDest); string sPlaceable = GetLocalString(OBJECT_SELF,"BROKEN_DOOR"); if(sPlaceable != "") { location lLocation = GetLocation(OBJECT_SELF); CreateObject(OBJECT_TYPE_PLACEABLE,sPlaceable,lLocation,FALSE,"BROKEN_DOOR"); } } else { if(d100(1)>75) {ExecuteScript("x2_door_death", OBJECT_SELF);} } }