#include "spawner" void main() { object oPC = GetLastOpenedBy(); object oMod = GetModule(); object oItem; object oArea = GetArea(OBJECT_SELF); location iLocation; int oCount = 0; int oComplete2 = GetLocalInt(oMod, "d2_complete"); int oComplete2a = GetLocalInt(oMod, "d2a_complete"); int oComplete5 = GetLocalInt(oMod, "d5_complete"); MusicBackgroundStop(oArea); oItem = GetFirstItemInInventory(OBJECT_SELF); while (GetIsObjectValid(oItem)) { ++oCount; oItem = GetNextItemInInventory(OBJECT_SELF); } if (oCount==0) { iLocation = GetLocation(OBJECT_SELF); ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_MYSTICAL_EXPLOSION), GetLocation(OBJECT_SELF)); DestroyObject(OBJECT_SELF, 0.2); SetLocalInt(oMod, "chest1", 1); if (oComplete2==1) {SetLocalInt(oMod, "chest2", 1);} if (oComplete2a==1) {SetLocalInt(oMod, "chest3", 1);} if (oComplete5==1) {SetLocalInt(oMod, "chest4", 1);} SetLocalInt(oMod, "chest_here", 0); SetLocked(GetObjectByTag("arena_gate"), FALSE); SetLocalInt(oPC, "gate_locked", 0); SetLocalInt(oMod, "challenge", 0); SetLocalInt(oMod, "d1", 0); SetLocalInt(oMod, "d2", 0); SetLocalInt(oMod, "d2a", 0); SetLocalInt(oMod, "d3", 0); SetLocalInt(oMod, "d4", 0); SetLocalInt(oMod, "d5", 0); } else { PlaySound("sim_cntresist"); FloatingTextStringOnCreature("You must loot this chest before you can continue", oPC); } }