//This is the default header for most items converted to the new //tagbased system. //Remember to create 2 scripts, one using the template, and name this //script ac_"tagnameofitemgoeshere" (without the "") #include "x2_inc_switches" void main() { object oPC; if (!GetIsDM(GetItemActivator()) ){ SendMessageToPC(GetItemActivator(), "You are not a DM!!!"); return;} effect eEffect; eEffect = EffectDamage(999, DAMAGE_TYPE_POSITIVE, DAMAGE_POWER_ENERGY); DelayCommand(5.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eEffect, GetItemActivatedTarget())); object oTarget; oTarget = GetItemActivatedTarget(); //Visual effects can't be applied to waypoints, so if it is a WP //the VFX will be applied to the WP's location instead int nInt; nInt = GetObjectType(oTarget); if (nInt != OBJECT_TYPE_WAYPOINT) ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_UNDEAD_DRAGON), oTarget); else ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_UNDEAD_DRAGON), GetLocation(oTarget)); //Visual effects can't be applied to waypoints, so if it is a WP //the VFX will be applied to the WP's location instead nInt = GetObjectType(oTarget); eEffect = EffectVisualEffect(VFX_IMP_DESTRUCTION); if (nInt != OBJECT_TYPE_WAYPOINT) DelayCommand(4.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eEffect, oTarget)); else DelayCommand(4.0, ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eEffect, GetLocation(oTarget))); }