void main() { object oPC = GetLastUsedBy(); object oDummy = GetNearestObjectByTag("ArmorStand"); int nActive = GetLocalInt (OBJECT_SELF,"X2_L_PLC_ACTIVATED_STATE"); int iSetting; if (GetReputation(oDummy, oPC) > 10) { iSetting = 0; } else { iSetting = 50; } if (!nActive) { ActionPlayAnimation(ANIMATION_PLACEABLE_ACTIVATE); SetStandardFactionReputation(STANDARD_FACTION_COMMONER, iSetting, oPC); ClearPersonalReputation(oPC, oDummy); AssignCommand(oDummy, ClearAllActions()); } else { ActionPlayAnimation(ANIMATION_PLACEABLE_DEACTIVATE); SetStandardFactionReputation(STANDARD_FACTION_COMMONER, iSetting, oPC); ClearPersonalReputation(oPC, oDummy); AssignCommand(oDummy, ClearAllActions()); } // Store New State SetLocalInt(OBJECT_SELF,"X2_L_PLC_ACTIVATED_STATE",!nActive); }