//#include "f_vampire_defs" void FinallyTheEnd(object oPC, object oTarget) { /* string sTemp = (UseGuaranteedBloodTypes)?"gblood":"blood"; if(GetTag(OBJECT_SELF) == "FV_BADBLOOD") { if(d4()!=1) sTemp += "bad"; } else if(GetTag(OBJECT_SELF) == "FV_NORMALBLOOD") { if(d6()==1) sTemp += "bad"; } else if(GetTag(OBJECT_SELF) == "FV_CHILDBLOOD") { if(d10()==1) sTemp += "bad"; else sTemp += "child"; } else if(GetTag(OBJECT_SELF) == "FV_VIRGINBLOOD") { if(d10()==1) sTemp += "bad"; else if(d6()!=1) sTemp += "virgin"; } CreateItemOnObject(sTemp, oPC, 1); FloatingTextStringOnCreature("You receive a vial of blood.", oPC); SetCommandable(TRUE, oPC); */ } void OnlyOneStepLeft(object oPC, object oTarget) { /* SetCommandable(TRUE, oPC); AssignCommand(oPC, PlayAnimation(ANIMATION_LOOPING_GET_MID, 1.0, 1.0)); DelayCommand(1.0, FinallyTheEnd(oPC, oTarget)); SetCommandable(FALSE, oPC); */ } void NextBloodStep(object oPC, object oTarget, object oItem) { /* effect eBeam = EffectBeam(VFX_BEAM_EVIL, oTarget, BODY_NODE_CHEST); effect eVis = EffectVisualEffect(VFX_COM_BLOOD_LRG_RED, TRUE); if(!GetIsObjectValid(oItem) || !GetIsObjectValid(oTarget) || !GetIsObjectValid(oPC)) return; if(GetItemStackSize(oItem) < 2) DestroyObject(oItem); else SetItemStackSize(oItem, GetItemStackSize(oItem) - 1); AssignCommand(oTarget, ClearAllActions()); AssignCommand(oTarget, PlayAnimation(ANIMATION_LOOPING_SPASM, 1.0, 4.0)); ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eBeam, OBJECT_SELF, 3.0); DelayCommand(0.1, ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eVis, oTarget, 0.3)); DelayCommand(0.6, ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eVis, oTarget, 0.3)); DelayCommand(1.1, ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eVis, oTarget, 0.3)); DelayCommand(1.6, ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eVis, oTarget, 0.3)); DelayCommand(2.1, ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eVis, oTarget, 0.3)); DelayCommand(2.6, ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eVis, oTarget, 0.3)); switch(Random(3)) { case 0: PlayVoiceChat(VOICE_CHAT_PAIN1, oTarget); break; case 1: PlayVoiceChat(VOICE_CHAT_PAIN2, oTarget); break; case 2: PlayVoiceChat(VOICE_CHAT_PAIN3, oTarget); break; } DelayCommand(3.0, OnlyOneStepLeft(oPC, oTarget)); */ } void main() { /* object oPC = GetLastUsedBy(); object oTarget = GetNearestObjectByTag(GetTag(OBJECT_SELF)); object oItem = GetFirstItemInInventory(oPC); if(!GetIsObjectValid(oTarget) || !GetIsObjectValid(oPC)) return; while(GetIsObjectValid(oItem) && GetTag(oItem) != "FALLEN_VAMPIRE_EMPTY_VIAL") oItem = GetNextItemInInventory(oPC); if(!GetIsObjectValid(oItem)) { FloatingTextStringOnCreature("You do not have any empty vials of preservation.", oPC); return; } AssignCommand(oPC, ClearAllActions()); AssignCommand(oPC, PlayAnimation(ANIMATION_LOOPING_GET_MID, 1.0, 1.0)); SetCommandable(FALSE, oPC); if(GetLocalString(oPC, "FV_SHOP_ACCESS") != GetTag(OBJECT_SELF)) { AssignCommand(oPC, PlayAnimation(ANIMATION_LOOPING_GET_MID, 1.0, 1.0)); if(GetItemStackSize(oItem) < 2) DelayCommand(1.0, DestroyObject(oItem)); else DelayCommand(1.0, SetItemStackSize(oItem, GetItemStackSize(oItem) - 1)); DelayCommand(1.0, FloatingTextStringOnCreature("The device destroys your vial and awaits a paying customer.", oPC)); DelayCommand(1.0, SetCommandable(TRUE, oPC)); return; } DelayCommand(1.0, NextBloodStep(oPC, oTarget, oItem)); */ }