62 lines
1.4 KiB
Plaintext
62 lines
1.4 KiB
Plaintext
/* Script generated by
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Lilac Soul's NWN Script Generator, v. 2.3
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For download info, please visit:
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http://nwvault.ign.com/View.php?view=Other.Detail&id=4683&id=625 */
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//Put this script OnUsed
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void main()
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{
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object oPC = GetLastUsedBy();
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if (!GetIsPC(oPC)) return;
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object oTarget;
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object oSpawn;
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location lTarget;
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oTarget = oPC;
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lTarget = GetLocation(oTarget);
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oSpawn = CreateObject(OBJECT_TYPE_CREATURE, "elecguard", lTarget);
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oTarget = oSpawn;
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SetIsTemporaryEnemy(oPC, oTarget);
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AssignCommand(oTarget, ActionAttack(oPC));
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oTarget = oPC;
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//Visual effects can't be applied to waypoints, so if it is a WP
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//the VFX will be applied to the WP's location instead
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int nInt;
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nInt = GetObjectType(oTarget);
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if (nInt != OBJECT_TYPE_WAYPOINT) ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_COM_HIT_ELECTRICAL), oTarget);
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else ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_COM_HIT_ELECTRICAL), GetLocation(oTarget));
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{
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// * note that nActive == 1 does not necessarily mean the placeable is active
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// * that depends on the initial state of the object
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int nActive = GetLocalInt (OBJECT_SELF,"X2_L_PLC_ACTIVATED_STATE");
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// * Play Appropriate Animation
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if (!nActive)
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{
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ActionPlayAnimation(ANIMATION_PLACEABLE_ACTIVATE);
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}
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else
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{
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ActionPlayAnimation(ANIMATION_PLACEABLE_DEACTIVATE);
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}
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// * Store New State
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SetLocalInt(OBJECT_SELF,"X2_L_PLC_ACTIVATED_STATE",!nActive);
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}
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}
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