#include "nw_i0_generic" void main() { object oTarget; object oTarget1; object oPC = GetPCSpeaker(); object oMod = GetModule(); object oLever = GetObjectByTag("cr_lever"); object oCrystal1 = GetObjectByTag("crystal1"); object oCrystal2 = GetObjectByTag("crystal2"); object oCrystal3 = GetObjectByTag("crystal3"); object oP1 = GetObjectByTag("pool1"); object oP2 = GetObjectByTag("pool2"); object oP3 = GetObjectByTag("fountain1"); object oP4 = GetObjectByTag("fountain2"); int nInt; int lState = GetLocalInt(oMod, "lever_state"); effect eEffect = EffectVisualEffect(VFX_DUR_GLOBE_INVULNERABILITY); AssignCommand(GetObjectByTag("starfall"), ClearAllActions()); DelayCommand(0.2, AssignCommand(GetObjectByTag("starfall"), ActionPlayAnimation(ANIMATION_FIREFORGET_VICTORY2))); SetLocalInt(oMod, "duel_on", 1); oTarget = GetObjectByTag("duel_effect"); nInt = GetObjectType(oTarget); if (nInt != OBJECT_TYPE_WAYPOINT) ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_PWKILL), oTarget); else ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_PWKILL), GetLocation(oTarget)); oTarget1 = GetObjectByTag("starfall"); SetPlotFlag(GetObjectByTag("starfall"), FALSE); if (lState==1) { DelayCommand(1.8, AssignCommand(oTarget1, JumpToLocation(GetLocation(GetObjectByTag ("s_duel_wp"))))); DelayCommand(1.8, AssignCommand(oPC, JumpToLocation(GetLocation(GetObjectByTag ("p_duel_wp"))))); DelayCommand(5.5, AssignCommand(GetObjectByTag("starfall"), ActionSpeakString("You can't use the crystals in difficult mode",TALKVOLUME_SHOUT))); DelayCommand(7.5, AssignCommand(GetObjectByTag("starfall"), ActionPlayAnimation(ANIMATION_FIREFORGET_VICTORY2))); DelayCommand(7.5, AssignCommand(GetObjectByTag("starfall"), ActionSpeakString("Crystals Off!",TALKVOLUME_SHOUT))); DelayCommand(10.5, AssignCommand(GetObjectByTag("starfall"), ActionSpeakString("Ready?",TALKVOLUME_SHOUT))); DelayCommand(12.5, AssignCommand(GetObjectByTag("starfall"), ActionSpeakString("GO!!!",TALKVOLUME_SHOUT))); DelayCommand(13.5,SetIsTemporaryEnemy(oPC, oTarget1)); DelayCommand(13.5,AssignCommand(oTarget1, ActionAttack(oPC))); DelayCommand(8.5, AssignCommand(oPC, PlaySound("sce_positive"))); AssignCommand(oLever, ActionPlayAnimation(ANIMATION_PLACEABLE_DEACTIVATE)); DelayCommand(8.5, FloatingTextStringOnCreature("Power Crystals deactivated", oPC)); DelayCommand(8.5, AssignCommand(oCrystal1, ActionPlayAnimation(ANIMATION_PLACEABLE_DEACTIVATE))); DelayCommand(8.5, AssignCommand(oCrystal2, ActionPlayAnimation(ANIMATION_PLACEABLE_DEACTIVATE))); DelayCommand(8.5, AssignCommand(oCrystal3, ActionPlayAnimation(ANIMATION_PLACEABLE_DEACTIVATE))); SetLocalInt(oMod, "lever_state", 0); } else { DelayCommand(1.8, AssignCommand(oTarget1, JumpToLocation(GetLocation(GetObjectByTag ("s_duel_wp"))))); DelayCommand(1.8, AssignCommand(oPC, JumpToLocation(GetLocation(GetObjectByTag ("p_duel_wp"))))); DelayCommand(5.5, AssignCommand(GetObjectByTag("starfall"), ActionSpeakString("Ready?",TALKVOLUME_SHOUT))); DelayCommand(6.5, AssignCommand(GetObjectByTag("starfall"), ActionSpeakString("GO!!!",TALKVOLUME_SHOUT))); DelayCommand(7.2,SetIsTemporaryEnemy(oPC, oTarget1)); DelayCommand(7.5,AssignCommand(oTarget1, ActionAttack(oPC))); } SetLocalInt(oMod, "pool_state", 1); SetLocalInt(oMod, "fountain_state", 1); DelayCommand(14.0, ApplyEffectToObject(DURATION_TYPE_PERMANENT,eEffect, oP1)); DelayCommand(14.0, ApplyEffectToObject(DURATION_TYPE_PERMANENT,eEffect, oP2)); DelayCommand(14.0, ApplyEffectToObject(DURATION_TYPE_PERMANENT,eEffect, oP3)); DelayCommand(14.0, ApplyEffectToObject(DURATION_TYPE_PERMANENT,eEffect, oP4)); }