#include "zep_inc_craft" void main() { // Get and equip correct item. object oPC = GetPCSpeaker(); object oCloak = GetLocalObject(oPC, "ZEP_CR_ITEM"); object oBackup = GetLocalObject(oPC, "ZEP_CR_BACKUP"); DestroyObject(oCloak); oCloak = CopyItem(oBackup, oPC, TRUE); DestroyObject(oBackup); AssignCommand(oPC, ClearAllActions(TRUE)); AssignCommand(oPC, ActionEquipItem(oCloak, INVENTORY_SLOT_CLOAK)); // Remove custscene immobilize and light from player //Note from Loki: Doesn't seem to be any light. [FUTURE FIX] effect eEff = GetFirstEffect(oPC); while (GetIsEffectValid(eEff)) { if (GetEffectType(eEff) == EFFECT_TYPE_CUTSCENEIMMOBILIZE) RemoveEffect(oPC,eEff); eEff = GetNextEffect(oPC); } RestoreCameraFacing(); // Postclean settings DeleteLocalInt(oPC, "ZEP_CR_CHANGED"); DeleteLocalInt(oPC, "ZEP_CR_COST"); DeleteLocalInt(oPC, "ZEP_CR_DC"); DeleteLocalInt(oPC, "ZEP_CR_DONE"); DeleteLocalInt(oPC, "ZEP_CR_PART"); DeleteLocalString(oPC, "ZEP_CR_PARTNAME"); DeleteLocalObject(oPC, "ZEP_CR_ITEM"); DeleteLocalObject(oPC, "ZEP_CR_BACKUP"); DeleteLocalObject(oPC, "ZEP_CR_NPC"); DeleteLocalObject(oPC, "ZEP_CR_PLACEABLE"); }