#include "x0_i0_petrify" #include "nw_i0_generic" #include "spawner" /* Script generated by Lilac Soul's NWN Script Generator, v. 1.6 For download info, please visit: http://www.lilacsoul.revility.com */ //Put this on action taken in the conversation editor void main() { object oPC = GetPCSpeaker(); object oMod = GetModule(); SetLocalInt(oMod, "xcheck", 0); SetLocalInt(oMod, "challenge", 1); SetLocalInt(oMod, "difficulty", 1); SetLocalInt(oMod, "d2a", 1); SetLocalInt(oPC, "lives", 3); object oTarget; object oSpawn; location lTarget; object oTarget2 = GetWaypointByTag("big_wp"); lTarget = GetLocation(oTarget); location bTarget = GetLocation(oTarget2); object oLever = GetObjectByTag("cr_lever"); object oCrystal1 = GetObjectByTag("crystal1"); object oCrystal2 = GetObjectByTag("crystal2"); object oCrystal3 = GetObjectByTag("crystal3"); int lState = GetLocalInt(oMod, "lever_state"); if (lState!=1) { DelayCommand(0.0, PlaySound("sce_positive")); AssignCommand(oLever, ActionPlayAnimation(ANIMATION_PLACEABLE_ACTIVATE)); AssignCommand(oCrystal1, ActionPlayAnimation(ANIMATION_PLACEABLE_ACTIVATE)); AssignCommand(oCrystal2, ActionPlayAnimation(ANIMATION_PLACEABLE_ACTIVATE)); AssignCommand(oCrystal3, ActionPlayAnimation(ANIMATION_PLACEABLE_ACTIVATE)); SetLocalInt(oMod, "lever_state", 1); RecomputeStaticLighting(GetArea(OBJECT_SELF)); } object oP1 = GetObjectByTag("pool1"); object oP2 = GetObjectByTag("pool2"); object oP3 = GetObjectByTag("fountain1"); object oP4 = GetObjectByTag("fountain2"); object oLever1 = GetObjectByTag("pool_lever"); object oLever2 = GetObjectByTag("fount_lever"); effect eEffect = EffectVisualEffect(VFX_DUR_GLOBE_INVULNERABILITY); AssignCommand(oLever1, ActionPlayAnimation(ANIMATION_PLACEABLE_ACTIVATE)); AssignCommand(oLever2, ActionPlayAnimation(ANIMATION_PLACEABLE_DEACTIVATE)); //RemoveEffectOfType(oP1, GetEffectType(eEffect)); //RemoveEffectOfType(oP2, GetEffectType(eEffect)); RemoveEffectOfType(oP3, GetEffectType(eEffect)); RemoveEffectOfType(oP4, GetEffectType(eEffect)); ApplyEffectToObject(DURATION_TYPE_PERMANENT,eEffect, oP1); ApplyEffectToObject(DURATION_TYPE_PERMANENT,eEffect, oP2); //ApplyEffectToObject(DURATION_TYPE_PERMANENT,eEffect, oP3)); //ApplyEffectToObject(DURATION_TYPE_PERMANENT,eEffect, oP4)); SetLocalInt(oMod, "fountain_state", 0); SetLocalInt(oMod, "pool_state", 1); object oSpawner = GetObjectByTag("spawner"); AssignCommand(oSpawner, ActionPlayAnimation(ANIMATION_PLACEABLE_ACTIVATE)); FloatingTextStringOnCreature("You have 4 lives to complete the challenge", oPC); int oGameMode = GetLocalInt(oMod, "gamemode"); if (oGameMode==1) { DelayCommand( 3.0, spawner (oPC, "dragon2", 1)); DoEffect(3.0,VFX_FNF_PWKILL, "big_wp"); } else { DelayCommand( 3.0, spawner (oPC, "dragon1", 1)); DoEffect(3.0,VFX_FNF_PWKILL, "big_wp"); } SetLocked(GetObjectByTag("arena_gate"), TRUE); }