Give this a try:
#include "pqj_inc"
#include "nw_i0_2q4luskan"
void main()
{
object oPC = GetEnteringObject();
if (!GetIsPC(oPC))
{
///
SendMessageToPC(oPC, "You are not a player.");
///
return;
}
if (RetrieveQuestState("q_ezra", oPC) == 0)
}
///
SendMessageToPC(oPC, "Your quest state is 0.");
///
return;
}
if (GetItemPossessedBy(oPC, "b_water") == OBJECT_INVALID)
{
///
SendMessageToPC(oPC, "You do not have the item with the tag b_water.");
///
return;
}
if (GetItemPossessedBy(oPC, "e_gumroot") == OBJECT_INVALID)
{
///
SendMessageToPC(oPC, "You do not have the item with the tag e_gumroot.");
///
return;
}
SendMessageToPC(oPC, "You made it past all the checkpoints.");
object oTarget;
effect eEffect;
location lTarget;
oTarget = GetObjectByTag("ezra_invis");
///
if (GetIsObjectValid(oTarget))
SendMessageToPC(oPC, "ezra_invis exists.");
///
eEffect = EffectVisualEffect(VFX_FNF_SUMMON_EPIC_UNDEAD);
ApplyEffectToObject(DURATION_TYPE_INSTANT, eEffect, oTarget);
oTarget = GetWaypointByTag("e_wp");
///
if (GetIsObjectValid(oTarget))
SendMessageToPC(oPC, "e_wp exists");
///
lTarget = GetLocation(oTarget);
eEffect = EffectVisualEffect(VFX_IMP_HARM);
DelayCommand(2.0, CreateObjectVoid(OBJECT_TYPE_PLACEABLE, "c_chest", lTarget));
DelayCommand(2.0, ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eEffect, lTarget));
object oItem = GetFirstItemInInventory(oPC);
while (GetIsObjectValid(oItem))
{
if (GetTag(oItem) == "b_water" ||
GetTag(oItem) == "e_gumroot")
DestroyObject(oItem);
oItem = GetNextItemInInventory(oPC);
}
}
If no messages show up at all, then the script probably isn't even firing.
Modifié par GhostOfGod, 04 novembre 2010 - 03:59 .