#include "nw_i0_generic" void main() { object oTarget; object oTarget1; object oPC = GetPCSpeaker(); object oMod = GetModule(); object oP1 = GetObjectByTag("pool1"); object oP2 = GetObjectByTag("pool2"); object oP3 = GetObjectByTag("fountain1"); object oP4 = GetObjectByTag("fountain2"); int oState = GetLocalInt(oMod, "pswitch_state"); effect eEffect = EffectVisualEffect(VFX_DUR_GLOBE_INVULNERABILITY); effect eEffect2 = EffectVisualEffect(VFX_NONE); if (oState!=1) { SetLocalInt(oMod, "pool_state", 1); SetLocalInt(oMod, "fountain_state", 1); DelayCommand(0.0, PlaySound("sce_negative")); ActionPlayAnimation(ANIMATION_PLACEABLE_ACTIVATE); DelayCommand(1.0, FloatingTextStringOnCreature("Rejeuvination facilities now inaccessable", oPC)); ApplyEffectToObject(DURATION_TYPE_PERMANENT,eEffect, oP1); ApplyEffectToObject(DURATION_TYPE_PERMANENT,eEffect, oP2); ApplyEffectToObject(DURATION_TYPE_PERMANENT,eEffect, oP3); ApplyEffectToObject(DURATION_TYPE_PERMANENT,eEffect, oP4); } else { SetLocalInt(oMod, "pool_state", 0); SetLocalInt(oMod, "fountain_state", 0); DelayCommand(0.0, PlaySound("sce_positive")); ActionPlayAnimation(ANIMATION_PLACEABLE_DEACTIVATE); DelayCommand(1.0, FloatingTextStringOnCreature("Rejeuvination facilities now accessable", oPC)); ApplyEffectToObject(DURATION_TYPE_PERMANENT,eEffect2, oP1); ApplyEffectToObject(DURATION_TYPE_PERMANENT,eEffect2, oP2); ApplyEffectToObject(DURATION_TYPE_PERMANENT,eEffect2, oP3); ApplyEffectToObject(DURATION_TYPE_PERMANENT,eEffect2, oP4); } }