PWE_PRC8/_module/nss/ew_flipper.nss
Jaysyn904 ee1dc35889 Initial Commit
Initial Commit
2025-04-03 10:29:41 -04:00

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void main()
{
object oPC = OBJECT_SELF;
effect eFlash1 = EffectVisualEffect (VFX_IMP_HEAD_COLD);
effect eFlash2 = EffectVisualEffect (VFX_IMP_KNOCK);
effect eFlash3 = EffectVisualEffect (VFX_COM_CHUNK_GREEN_MEDIUM);
string sMessage = "omg,, noooooooo";
string sMessage2 = "Arrgggg i feel sick.";
string sMessage3 = "No More Please.";
string sMessage4 = "Please... No More.";
DelayCommand(0.3, ApplyEffectToObject(DURATION_TYPE_INSTANT,eFlash1,oPC));
DelayCommand(0.7, ApplyEffectToObject(DURATION_TYPE_INSTANT,eFlash2,oPC));
DelayCommand(15.5, ApplyEffectToObject(DURATION_TYPE_INSTANT,eFlash3,oPC));
DelayCommand(0.9, AssignCommand(oPC, ActionPlayAnimation(ANIMATION_LOOPING_DEAD_FRONT)));
DelayCommand(1.4, AssignCommand(oPC, ActionPlayAnimation(ANIMATION_LOOPING_DEAD_BACK)));
DelayCommand(1.9, AssignCommand(oPC, ActionPlayAnimation(ANIMATION_LOOPING_DEAD_FRONT)));
DelayCommand(2.4, AssignCommand(oPC, ActionPlayAnimation(ANIMATION_LOOPING_DEAD_BACK)));
DelayCommand(2.8, AssignCommand(oPC, ActionPlayAnimation(ANIMATION_LOOPING_DEAD_FRONT)));
DelayCommand(3.2, AssignCommand(oPC, ActionPlayAnimation(ANIMATION_LOOPING_DEAD_BACK)));
DelayCommand(3.6, AssignCommand(oPC, ActionPlayAnimation(ANIMATION_LOOPING_DEAD_FRONT)));
DelayCommand(4.0, AssignCommand(oPC, ActionPlayAnimation(ANIMATION_LOOPING_DEAD_BACK)));
DelayCommand(4.4, AssignCommand(oPC, ActionPlayAnimation(ANIMATION_LOOPING_DEAD_FRONT)));
DelayCommand(4.8, AssignCommand(oPC, ActionPlayAnimation(ANIMATION_LOOPING_DEAD_BACK)));
DelayCommand(5.2, AssignCommand(oPC, ActionPlayAnimation(ANIMATION_LOOPING_DEAD_FRONT)));
DelayCommand(5.6, AssignCommand(oPC, ActionPlayAnimation(ANIMATION_LOOPING_DEAD_BACK)));
DelayCommand(6.0, AssignCommand(oPC, ActionPlayAnimation(ANIMATION_LOOPING_DEAD_FRONT)));
DelayCommand(6.4, AssignCommand(oPC, ActionPlayAnimation(ANIMATION_LOOPING_DEAD_BACK)));
DelayCommand(6.7, AssignCommand(oPC, ActionPlayAnimation(ANIMATION_LOOPING_DEAD_FRONT)));
DelayCommand(7.0, AssignCommand(oPC, ActionPlayAnimation(ANIMATION_LOOPING_DEAD_BACK)));
DelayCommand(7.3, AssignCommand(oPC, ActionPlayAnimation(ANIMATION_LOOPING_DEAD_FRONT)));
DelayCommand(7.6, AssignCommand(oPC, ActionPlayAnimation(ANIMATION_LOOPING_DEAD_BACK)));
DelayCommand(7.9, AssignCommand(oPC, ActionPlayAnimation(ANIMATION_LOOPING_DEAD_FRONT)));
DelayCommand(8.2, AssignCommand(oPC, ActionPlayAnimation(ANIMATION_LOOPING_DEAD_BACK)));
DelayCommand(8.5, AssignCommand(oPC, ActionPlayAnimation(ANIMATION_LOOPING_DEAD_FRONT)));
DelayCommand(8.8, AssignCommand(oPC, ActionPlayAnimation(ANIMATION_LOOPING_DEAD_BACK)));
DelayCommand(9.1, AssignCommand(oPC, ActionPlayAnimation(ANIMATION_LOOPING_DEAD_FRONT)));
DelayCommand(9.4, AssignCommand(oPC, ActionPlayAnimation(ANIMATION_LOOPING_DEAD_BACK)));
DelayCommand(9.7, AssignCommand(oPC, ActionPlayAnimation(ANIMATION_LOOPING_DEAD_FRONT)));
DelayCommand(10.0, AssignCommand(oPC, ActionPlayAnimation(ANIMATION_LOOPING_DEAD_BACK)));
DelayCommand(10.3, AssignCommand(oPC, ActionPlayAnimation(ANIMATION_LOOPING_DEAD_FRONT)));
DelayCommand(10.7, AssignCommand(oPC, ActionPlayAnimation(ANIMATION_LOOPING_DEAD_BACK)));
DelayCommand(11.0, AssignCommand(oPC, ActionPlayAnimation(ANIMATION_LOOPING_DEAD_FRONT)));
DelayCommand(11.3, AssignCommand(oPC, ActionPlayAnimation(ANIMATION_LOOPING_DEAD_BACK)));
DelayCommand(11.6, AssignCommand(oPC, ActionPlayAnimation(ANIMATION_LOOPING_DEAD_FRONT)));
DelayCommand(11.9, AssignCommand(oPC, ActionPlayAnimation(ANIMATION_LOOPING_DEAD_BACK)));
DelayCommand(12.2, AssignCommand(oPC, ActionPlayAnimation(ANIMATION_LOOPING_DEAD_FRONT)));
DelayCommand(12.5, AssignCommand(oPC, ActionPlayAnimation(ANIMATION_LOOPING_DEAD_BACK)));
DelayCommand(12.8, AssignCommand(oPC, ActionPlayAnimation(ANIMATION_LOOPING_DEAD_FRONT)));
DelayCommand(13.1, AssignCommand(oPC, ActionPlayAnimation(ANIMATION_LOOPING_DEAD_BACK)));
DelayCommand(13.7, AssignCommand(oPC, ActionPlayAnimation(ANIMATION_FIREFORGET_BOW)));
DelayCommand(14.0, AssignCommand(oPC, ActionPlayAnimation(ANIMATION_LOOPING_MEDITATE,1.0,10.0)));
AssignCommand (oPC,DelayCommand(0.5, ActionSpeakString (sMessage, TALKVOLUME_TALK)));
AssignCommand (oPC,DelayCommand(3.7, ActionSpeakString (sMessage2, TALKVOLUME_TALK)));
AssignCommand (oPC,DelayCommand(16.1, ActionSpeakString (sMessage3, TALKVOLUME_TALK)));
AssignCommand (oPC,DelayCommand(16.7, ActionSpeakString (sMessage4, TALKVOLUME_TALK)));
}