48 lines
1.4 KiB
Plaintext
48 lines
1.4 KiB
Plaintext
//This is the default header for most items converted to the new
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//tagbased system.
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//Remember to create 2 scripts, one using the template, and name this
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//script ac_"tagnameofitemgoeshere" (without the "")
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#include "x2_inc_switches"
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void main()
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{
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object oPC;
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if (!GetIsDM(GetItemActivator())
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){
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SendMessageToPC(GetItemActivator(), "You are not a DM!!!");
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return;}
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effect eEffect;
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eEffect = EffectDamage(999, DAMAGE_TYPE_POSITIVE, DAMAGE_POWER_ENERGY);
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DelayCommand(5.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eEffect, GetItemActivatedTarget()));
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object oTarget;
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oTarget = GetItemActivatedTarget();
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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_FNF_UNDEAD_DRAGON), oTarget);
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else ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_UNDEAD_DRAGON), GetLocation(oTarget));
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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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nInt = GetObjectType(oTarget);
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eEffect = EffectVisualEffect(VFX_IMP_DESTRUCTION);
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if (nInt != OBJECT_TYPE_WAYPOINT)
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DelayCommand(4.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eEffect, oTarget));
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else
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DelayCommand(4.0, ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eEffect, GetLocation(oTarget)));
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}
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