501 lines
22 KiB
Plaintext
501 lines
22 KiB
Plaintext
//Script Name: spawn_npc_vfx_oe
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//////////////////////////////////////////
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//Created By: Genisys (Guile)
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//Created On: 8/13/08
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/////////////////////////////////////////
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/*
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This script goes in the OnEnter Event
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for an Area or a Tracks Trigger.
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(Preferrably an Area's OnEnter Event)
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(The PC will not notice the NPC's being spawned in)
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This script will spawn in an NPC
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at the proper way point and destroy it
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after an amount of time set by you.
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You MUST create the first walk waypoint for the NPC
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(put the npc in the module right click on it)
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(select create way point, then delete the NPC)
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If you wish for the NPC to walk around create more
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walk waypoint by moving the NPC and creating more way points
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as instructed above.
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*/
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////////////////////////////////////////
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//PROTOTYPE DECLARED
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void SpawnNPC(string sTag, string sResref, float fSeconds);
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void ApplyVFX();
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//Main Script
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void main()
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{
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//Define the PC
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object oPC = GetEnteringObject();
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//Stop here if it's not a PC entering!
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if(!GetIsPC(oPC)) {return;}
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//Enter the tagname and resref name of the NPC below
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//600.0 = How many seconds before the NPC is destroyed
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//Default = 10 Minutes (600.0 seconds)
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SpawnNPC("fx05_noble_fx24", "fx05_noble_fx24", 600.0);
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//If you wish to spawn multiple NPCs simply delete the // before SpawnNPC
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//For each additional NPC you wish to spawn in.(follow instructions above)
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//SpawnNPC("tagname", "resrefname", 600.0);
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//SpawnNPC("tagname", "resrefname", 600.0);
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//SpawnNPC("tagname", "resrefname", 600.0);
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//SpawnNPC("tagname", "resrefname", 600.0);
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//SpawnNPC("tagname", "resrefname", 600.0);
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//NOTE: This options is NOT for spawning in multiple NPCs with the same tagname!
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//I recommend that you create copies of the NPCs and spawn them in seperately.
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//(each copied NPC needs thier own tagname / resref name & walk waypoints!)
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//Enter any additional code here if your merging this script..
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//Delay Applying the VFX just a tad!
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DelayCommand(0.3, ApplyVFX());
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//Main Script End
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}
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/////////////////////DO NOT TOUCH ANYTHING BELOW!/////////////////////
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//PROTOTYPE DEFINED
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void SpawnNPC(string sTag, string sResref, float fSeconds)
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{
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object oTarget;
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object oObject = GetWaypointByTag("WP_"+sTag+"_01");
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if (!GetIsObjectValid(GetNearestObjectByTag(sTag, oObject)))
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{
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CreateObject(OBJECT_TYPE_CREATURE, sResref, GetLocation(oObject));
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}
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oTarget = GetObjectByTag(sTag);
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DelayCommand(fSeconds, DestroyObject(oTarget, 0.0));
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//PROTOTYPE END
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}
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void ApplyVFX()
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{
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object oRefPoint = OBJECT_SELF;
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object oEnterer = GetEnteringObject();
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if (GetIsPC(oEnterer) == TRUE) {
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//Create shadow vfx on placeables the first time in the area..
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if (GetLocalInt(oEnterer, "CreateVFX") != 1) {
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//Set an intergal on the are to tell we have done this before!
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SetLocalInt(oEnterer, "CreateVFX", 1);
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effect eEffect;
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//Loop through all of the objects in the area
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//and see if they have an VFX Tagname..
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//If so apply the appropriate VFX(s) to the object
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//The incrementing # to tell us which object to look at.
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int nCount = 1;
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//The object we are looking at..
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object oThing = GetNearestCreature(CREATURE_TYPE_IS_ALIVE, TRUE, oEnterer, nCount);
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//As long as the object is a valid object continue to examine
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while (oThing != OBJECT_INVALID)
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{
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if(!GetIsPC(oThing))
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{
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//Let's define the tagname strings first!
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string sTag = GetStringLeft(GetTag(oThing), 4);
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string sEnd = GetStringRight(GetTag(oThing), 4);
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//fx01 = Anti Light 10 Ft Radius
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if (sTag == "fx01" || sEnd == "fx01")
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{
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eEffect = EffectVisualEffect(VFX_DUR_ANTI_LIGHT_10);
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eEffect = SupernaturalEffect(eEffect);
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ApplyEffectToObject(DURATION_TYPE_PERMANENT, eEffect, oThing); }
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//fx02 = Blue / Black Pulsating Aura
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if (sTag == "fx02" || sEnd == "fx02")
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{
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eEffect = EffectVisualEffect(VFX_DUR_AURA_PULSE_BLUE_BLACK);
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eEffect = SupernaturalEffect(eEffect);
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ApplyEffectToObject(DURATION_TYPE_PERMANENT, eEffect, oThing); }
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//fx03 = Blue / White Pulsating Aura
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if (sTag == "fx03" || sEnd == "fx03")
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{
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eEffect = EffectVisualEffect(VFX_DUR_AURA_PULSE_BLUE_WHITE);
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eEffect = SupernaturalEffect(eEffect);
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ApplyEffectToObject(DURATION_TYPE_PERMANENT, eEffect, oThing); }
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//fx04 = Cyan / Black Pulsating Aura
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if (sTag == "fx04" || sEnd == "fx04")
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{
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eEffect = EffectVisualEffect(VFX_DUR_AURA_PULSE_CYAN_BLACK);
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eEffect = SupernaturalEffect(eEffect);
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ApplyEffectToObject(DURATION_TYPE_PERMANENT, eEffect, oThing); }
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//fx05 = Cyan / Blue Pulsating Aura
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if (sTag == "fx05" || sEnd == "fx05")
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{
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eEffect = EffectVisualEffect(VFX_DUR_AURA_PULSE_CYAN_BLUE);
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eEffect = SupernaturalEffect(eEffect);
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ApplyEffectToObject(DURATION_TYPE_PERMANENT, eEffect, oThing); }
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//fx06 = Cyan / Green Pulsating Aura
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if (sTag == "fx06" || sEnd == "fx06")
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{
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eEffect = EffectVisualEffect(VFX_DUR_AURA_PULSE_CYAN_GREEN);
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eEffect = SupernaturalEffect(eEffect);
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ApplyEffectToObject(DURATION_TYPE_PERMANENT, eEffect, oThing); }
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//fx07 = Green / Black Pulsating Aura
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if (sTag == "fx07" || sEnd == "fx07")
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{
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eEffect = EffectVisualEffect(VFX_DUR_AURA_PULSE_GREEN_BLACK);
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eEffect = SupernaturalEffect(eEffect);
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ApplyEffectToObject(DURATION_TYPE_PERMANENT, eEffect, oThing); }
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//fx08 = Green / White Pulsating Aura
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if (sTag == "fx08" || sEnd == "fx08")
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{
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eEffect = EffectVisualEffect(VFX_DUR_AURA_PULSE_GREEN_WHITE);
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eEffect = SupernaturalEffect(eEffect);
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ApplyEffectToObject(DURATION_TYPE_PERMANENT, eEffect, oThing); }
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//fx09 = Magenta / Blue Pulsating Aura
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if (sTag == "fx09" || sEnd == "fx09")
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{
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eEffect = EffectVisualEffect(VFX_DUR_AURA_PULSE_MAGENTA_BLUE);
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eEffect = SupernaturalEffect(eEffect);
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ApplyEffectToObject(DURATION_TYPE_PERMANENT, eEffect, oThing); }
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//fx10 = Magenta / White Pulsating Aura
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if (sTag == "fx10" || sEnd == "fx10")
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{
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eEffect = EffectVisualEffect(VFX_DUR_AURA_PULSE_MAGENTA_WHITE);
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eEffect = SupernaturalEffect(eEffect);
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ApplyEffectToObject(DURATION_TYPE_PERMANENT, eEffect, oThing); }
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//fx11 = Purple / Black Pulsating Aura
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if (sTag == "fx11" || sEnd == "fx11")
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{
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eEffect = EffectVisualEffect(VFX_DUR_AURA_PULSE_PURPLE_BLACK);
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eEffect = SupernaturalEffect(eEffect);
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ApplyEffectToObject(DURATION_TYPE_PERMANENT, eEffect, oThing); }
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//fx12 =Purple / White Pulsating Aura
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if (sTag == "fx12" || sEnd == "fx12")
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{
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eEffect = EffectVisualEffect(VFX_DUR_AURA_PULSE_PURPLE_WHITE);
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eEffect = SupernaturalEffect(eEffect);
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ApplyEffectToObject(DURATION_TYPE_PERMANENT, eEffect, oThing); }
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//fx13 = Red / Black Pulsating Aura
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if (sTag == "fx13" || sEnd == "fx13")
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{
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eEffect = EffectVisualEffect(VFX_DUR_AURA_PULSE_RED_BLACK);
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eEffect = SupernaturalEffect(eEffect);
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ApplyEffectToObject(DURATION_TYPE_PERMANENT, eEffect, oThing); }
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//fx14 = Red / Green Pulsating Aura
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if (sTag == "fx14" || sEnd == "fx14")
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{
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eEffect = EffectVisualEffect(VFX_DUR_AURA_PULSE_RED_GREEN);
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eEffect = SupernaturalEffect(eEffect);
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ApplyEffectToObject(DURATION_TYPE_PERMANENT, eEffect, oThing); }
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//fx15 = Red / White Pulsating Aura
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if (sTag == "fx15" || sEnd == "fx15")
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{
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eEffect = EffectVisualEffect(VFX_DUR_AURA_PULSE_RED_WHITE);
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eEffect = SupernaturalEffect(eEffect);
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ApplyEffectToObject(DURATION_TYPE_PERMANENT, eEffect, oThing); }
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//fx16 = Red / Yellow Pulsating Aura
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if (sTag == "fx16" || sEnd == "fx16")
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{
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eEffect = EffectVisualEffect(VFX_DUR_AURA_PULSE_RED_YELLOW);
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eEffect = SupernaturalEffect(eEffect);
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ApplyEffectToObject(DURATION_TYPE_PERMANENT, eEffect, oThing); }
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//fx17 = Yellow / Black Pulsating Aura
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if (sTag == "fx17" || sEnd == "fx17")
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{
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eEffect = EffectVisualEffect(VFX_DUR_AURA_PULSE_YELLOW_BLACK);
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eEffect = SupernaturalEffect(eEffect);
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ApplyEffectToObject(DURATION_TYPE_PERMANENT, eEffect, oThing); }
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//fx18 = Yellow / Orange Pulsating Aura
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if (sTag == "fx18" || sEnd == "fx18")
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{
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eEffect = EffectVisualEffect(VFX_DUR_AURA_PULSE_YELLOW_ORANGE);
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eEffect = SupernaturalEffect(eEffect);
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ApplyEffectToObject(DURATION_TYPE_PERMANENT, eEffect, oThing); }
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//fx19 = Yellow / White Pulsating Aura
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if (sTag == "fx19" || sEnd == "fx19")
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{
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eEffect = EffectVisualEffect(VFX_DUR_AURA_PULSE_YELLOW_WHITE);
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eEffect = SupernaturalEffect(eEffect);
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ApplyEffectToObject(DURATION_TYPE_PERMANENT, eEffect, oThing); }
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//fx20 = Purple Aura
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if (sTag == "fx20" || sEnd == "fx20")
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{
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eEffect = EffectVisualEffect(VFX_DUR_AURA_PULSE_YELLOW_WHITE);
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eEffect = SupernaturalEffect(eEffect);
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ApplyEffectToObject(DURATION_TYPE_PERMANENT, eEffect, oThing); }
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//fx21 = Red Aura
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if (sTag == "fx21" || sEnd == "fx21")
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{
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eEffect = EffectVisualEffect(VFX_DUR_AURA_RED);
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eEffect = SupernaturalEffect(eEffect);
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ApplyEffectToObject(DURATION_TYPE_PERMANENT, eEffect, oThing); }
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//fx22 = White Aura
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if (sTag == "fx22" || sEnd == "fx22")
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{
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eEffect = EffectVisualEffect(VFX_DUR_AURA_WHITE);
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eEffect = SupernaturalEffect(eEffect);
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ApplyEffectToObject(DURATION_TYPE_PERMANENT, eEffect, oThing); }
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//fx23 = Yellow Aura
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if (sTag == "fx23" || sEnd == "fx23")
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{
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eEffect = EffectVisualEffect(VFX_DUR_AURA_YELLOW);
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eEffect = SupernaturalEffect(eEffect);
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ApplyEffectToObject(DURATION_TYPE_PERMANENT, eEffect, oThing); }
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//fx24 = Bard Song
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if (sTag == "fx24" || sEnd == "fx24")
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{
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eEffect = EffectVisualEffect(VFX_DUR_BARD_SONG);
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eEffect = SupernaturalEffect(eEffect);
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ApplyEffectToObject(DURATION_TYPE_PERMANENT, eEffect, oThing); }
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//fx25 = Death Armor (Black Circle)
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if (sTag == "fx25" || sEnd == "fx25")
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{
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eEffect = EffectVisualEffect(VFX_DUR_DEATH_ARMOR);
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eEffect = SupernaturalEffect(eEffect);
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ApplyEffectToObject(DURATION_TYPE_PERMANENT, eEffect, oThing); }
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//fx26 = Elemental Shield
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if (sTag == "fx26" || sEnd == "fx26")
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{
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eEffect = EffectVisualEffect(VFX_DUR_ELEMENTAL_SHIELD);
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eEffect = SupernaturalEffect(eEffect);
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ApplyEffectToObject(DURATION_TYPE_PERMANENT, eEffect, oThing); }
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//fx27 = Freedome Of Movement (Green glow at bottom only)
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if (sTag == "fx27" || sEnd == "fx27")
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{
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eEffect = EffectVisualEffect(VFX_DUR_FREEDOM_OF_MOVEMENT);
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eEffect = SupernaturalEffect(eEffect);
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ApplyEffectToObject(DURATION_TYPE_PERMANENT, eEffect, oThing); }
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//fx28 = Ghost Smoke (White Smoke)
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if (sTag == "fx28" || sEnd == "fx28")
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{
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eEffect = EffectVisualEffect(VFX_DUR_GHOST_SMOKE);
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eEffect = SupernaturalEffect(eEffect);
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ApplyEffectToObject(DURATION_TYPE_PERMANENT, eEffect, oThing); }
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//fx29 = Ghost - White/Transparent Aura
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if (sTag == "fx29" || sEnd == "fx29")
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{
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eEffect = EffectVisualEffect(VFX_DUR_GHOST_TRANSPARENT);
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eEffect = SupernaturalEffect(eEffect);
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ApplyEffectToObject(DURATION_TYPE_PERMANENT, eEffect, oThing); }
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//fx30 = Ghostly Pulsating Aura (transparent / white)
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if (sTag == "fx30" || sEnd == "fx30")
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{
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eEffect = EffectVisualEffect(VFX_DUR_GHOSTLY_PULSE);
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eEffect = SupernaturalEffect(eEffect);
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ApplyEffectToObject(DURATION_TYPE_PERMANENT, eEffect, oThing); }
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//fx31 = GLOBE of INVULNERABILITY
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if (sTag == "fx31" || sEnd == "fx31")
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{
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eEffect = EffectVisualEffect(VFX_DUR_GLOBE_INVULNERABILITY);
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eEffect = SupernaturalEffect(eEffect);
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ApplyEffectToObject(DURATION_TYPE_PERMANENT, eEffect, oThing); }
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//fx32 = Grey Glow
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if (sTag == "fx32" || sEnd == "fx32")
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{
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eEffect = EffectVisualEffect(VFX_DUR_GLOW_GREY);
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eEffect = SupernaturalEffect(eEffect);
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ApplyEffectToObject(DURATION_TYPE_PERMANENT, eEffect, oThing); }
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//fx33 = Green Glow
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if (sTag == "fx33" || sEnd == "fx33")
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{
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eEffect = EffectVisualEffect(VFX_DUR_GLOW_GREEN);
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eEffect = SupernaturalEffect(eEffect);
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ApplyEffectToObject(DURATION_TYPE_PERMANENT, eEffect, oThing); }
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//fx34 = Light Orange Glow
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if (sTag == "fx34" || sEnd == "fx34")
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{
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eEffect = EffectVisualEffect(VFX_DUR_GLOW_LIGHT_ORANGE);
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eEffect = SupernaturalEffect(eEffect);
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ApplyEffectToObject(DURATION_TYPE_PERMANENT, eEffect, oThing); }
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//fx35 = Glyph of Warding (Just like the spell!)
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if (sTag == "fx35" || sEnd == "fx35")
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{
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eEffect = EffectVisualEffect(VFX_DUR_GLYPH_OF_WARDING);
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eEffect = SupernaturalEffect(eEffect);
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ApplyEffectToObject(DURATION_TYPE_PERMANENT, eEffect, oThing); }
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//fx36 = Ice Skin (The object turns completely white)
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if (sTag == "fx36" || sEnd == "fx36")
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{
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eEffect = EffectVisualEffect(VFX_DUR_ICESKIN);
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eEffect = SupernaturalEffect(eEffect);
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ApplyEffectToObject(DURATION_TYPE_PERMANENT, eEffect, oThing); }
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//fx37 = Animated Huge Flames
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if (sTag == "fx37" || sEnd == "fx37")
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{
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eEffect = EffectVisualEffect(VFX_DUR_INFERNO);
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eEffect = SupernaturalEffect(eEffect);
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ApplyEffectToObject(DURATION_TYPE_PERMANENT, eEffect, oThing); }
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//fx38 = Iounstone Blue
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if (sTag == "fx38" || sEnd == "fx38")
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{
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eEffect = EffectVisualEffect(VFX_DUR_IOUNSTONE_BLUE);
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eEffect = SupernaturalEffect(eEffect);
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ApplyEffectToObject(DURATION_TYPE_PERMANENT, eEffect, oThing); }
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//fx39 = Iounstone Green
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if (sTag == "fx39" || sEnd == "fx39")
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{
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eEffect = EffectVisualEffect(VFX_DUR_IOUNSTONE_GREEN);
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eEffect = SupernaturalEffect(eEffect);
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ApplyEffectToObject(DURATION_TYPE_PERMANENT, eEffect, oThing); }
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//fx40 = Iounstone Red
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if (sTag == "fx40" || sEnd == "fx40")
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{
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eEffect = EffectVisualEffect(VFX_DUR_IOUNSTONE_RED);
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eEffect = SupernaturalEffect(eEffect);
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ApplyEffectToObject(DURATION_TYPE_PERMANENT, eEffect, oThing); }
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//fx41 = Iounstone Yellow
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if (sTag == "fx41" || sEnd == "fx41")
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{
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eEffect = EffectVisualEffect(VFX_DUR_IOUNSTONE_YELLOW);
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eEffect = SupernaturalEffect(eEffect);
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ApplyEffectToObject(DURATION_TYPE_PERMANENT, eEffect, oThing); }
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//fx42 = Magical Resistance Globe
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if (sTag == "fx42" || sEnd == "fx42")
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{
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eEffect = EffectVisualEffect(VFX_DUR_MAGIC_RESISTANCE);
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eEffect = SupernaturalEffect(eEffect);
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ApplyEffectToObject(DURATION_TYPE_PERMANENT, eEffect, oThing); }
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//fx43 = Stone Skin Look
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if (sTag == "fx43" || sEnd == "fx43")
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{
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eEffect = EffectVisualEffect(VFX_DUR_PETRIFY);
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eEffect = SupernaturalEffect(eEffect);
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ApplyEffectToObject(DURATION_TYPE_PERMANENT, eEffect, oThing); }
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//fx44 = Pixie Dust
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if (sTag == "fx44" || sEnd == "fx44")
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{
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eEffect = EffectVisualEffect(VFX_DUR_PIXIEDUST);
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eEffect = SupernaturalEffect(eEffect);
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ApplyEffectToObject(DURATION_TYPE_PERMANENT, eEffect, oThing); }
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//fx45 = Barkskin Effect
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if (sTag == "fx45" || sEnd == "fx45")
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{
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eEffect = EffectVisualEffect(VFX_DUR_PROT_BARKSKIN);
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eEffect = SupernaturalEffect(eEffect);
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ApplyEffectToObject(DURATION_TYPE_PERMANENT, eEffect, oThing); }
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//fx46 = Premonition Globe
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if (sTag == "fx46" || sEnd == "fx46")
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{
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|
eEffect = EffectVisualEffect(VFX_DUR_PROT_PREMONITION);
|
|
eEffect = SupernaturalEffect(eEffect);
|
|
ApplyEffectToObject(DURATION_TYPE_PERMANENT, eEffect, oThing); }
|
|
|
|
//fx47 = Black Shadow Skin
|
|
if (sTag == "fx47" || sEnd == "fx47")
|
|
{
|
|
eEffect = EffectVisualEffect(VFX_DUR_PROT_SHADOW_ARMOR);
|
|
eEffect = SupernaturalEffect(eEffect);
|
|
ApplyEffectToObject(DURATION_TYPE_PERMANENT, eEffect, oThing); }
|
|
|
|
//fx48 = Protection From Elements
|
|
if (sTag == "fx48" || sEnd == "fx48")
|
|
{
|
|
eEffect = EffectVisualEffect(VFX_DUR_PROTECTION_ELEMENTS);
|
|
eEffect = SupernaturalEffect(eEffect);
|
|
ApplyEffectToObject(DURATION_TYPE_PERMANENT, eEffect, oThing); }
|
|
|
|
//fx49 = Protection From Evil (Yellow Moving Lights)
|
|
if (sTag == "fx49" || sEnd == "fx49")
|
|
{
|
|
eEffect = EffectVisualEffect(VFX_DUR_PROTECTION_EVIL_MAJOR);
|
|
eEffect = SupernaturalEffect(eEffect);
|
|
ApplyEffectToObject(DURATION_TYPE_PERMANENT, eEffect, oThing); }
|
|
|
|
//fx50 = Protection From Good (Red Moving Lights)
|
|
if (sTag == "fx50" || sEnd == "fx50")
|
|
{
|
|
eEffect = EffectVisualEffect(VFX_DUR_PROTECTION_GOOD_MAJOR);
|
|
eEffect = SupernaturalEffect(eEffect);
|
|
ApplyEffectToObject(DURATION_TYPE_PERMANENT, eEffect, oThing); }
|
|
|
|
//fx51 = Smoke
|
|
if (sTag == "fx51" || sEnd == "fx51")
|
|
{
|
|
eEffect = EffectVisualEffect(VFX_DUR_SMOKE);
|
|
eEffect = SupernaturalEffect(eEffect);
|
|
ApplyEffectToObject(DURATION_TYPE_PERMANENT, eEffect, oThing); }
|
|
|
|
//fx52 = Small Web
|
|
if (sTag == "fx52" || sEnd == "fx52")
|
|
{
|
|
eEffect = EffectVisualEffect(VFX_DUR_WEB);
|
|
eEffect = SupernaturalEffect(eEffect);
|
|
ApplyEffectToObject(DURATION_TYPE_PERMANENT, eEffect, oThing); }
|
|
|
|
//fx53 = Massive Web
|
|
if (sTag == "fx53" || sEnd == "fx53")
|
|
{
|
|
eEffect = EffectVisualEffect(VFX_DUR_WEB_MASS);
|
|
eEffect = SupernaturalEffect(eEffect);
|
|
ApplyEffectToObject(DURATION_TYPE_PERMANENT, eEffect, oThing); }
|
|
|
|
}
|
|
//Increment the variable that tells us which object to look at..
|
|
nCount++;
|
|
//Coninue to look for the next valid object..
|
|
oThing = GetNearestCreature(CREATURE_TYPE_IS_ALIVE, TRUE, oEnterer, nCount);
|
|
}
|
|
}
|
|
}
|
|
}
|