//:://///////////////////////////////////////////// //:: SQ_Building Spawn //:: Based on HoTU hx_final_enter //:: Copyright (c) 2001 Bioware Corp. //::////////////////////////////////////////////// /* This will spawn in any destructible buildings for the ending. */ //::////////////////////////////////////////////// //:: Created By: Brad Prince //:: Created On: Sept 5, 2003 //:: Edited by Thomg for sq series mods //::////////////////////////////////////////////// #include "x2_inc_toollib" void main() { //apply lava effect if ( GetLocalInt( OBJECT_SELF, "fp1" ) ) { return; } SetLocalInt( OBJECT_SELF, "fp1", 1 ); TLChangeAreaGroundTiles(OBJECT_SELF, X2_TL_GROUNDTILE_LAVA, 30, 30, 0.9); int x = 0; int y = 0; int z = 0; object oPC = GetEnteringObject(); object oBuild = GetObjectByTag("hx_meph_building", x); int iVFX; object oInvis = GetObjectByTag("hx_mephdstry_obj", y); int iCut = 300; object oWizRing = GetObjectByTag("hx_end_battle_protect", z); if(GetIsPC(oPC)) { // Do once if (GetLocalInt(OBJECT_SELF, "nDoOncefp1") != 1) { SetLocalInt(OBJECT_SELF, "nDoOncefp1", 1); // Spawn the visual effect buildings in. while(GetIsObjectValid(oBuild)) { // Get the effect. iVFX = StringToInt(GetStringLeft(GetName(oBuild), 3)); // Apply the building effect. ApplyEffectToObject(DURATION_TYPE_PERMANENT, EffectVisualEffect(iVFX), oBuild); x = x + 1; oBuild = GetObjectByTag("hx_meph_building", x); } } } }