Script: inc_emotewand
#include "x2_inc_itemprop"
/*
Emote-Wand V1000 UpDate!
Includet & Scripted By: Butcha
*/
void Teleport(object oTarget,string sTargetWP,int iBeam);
void Roll_D6(object oPC);
void Roll_D8(object oPC);
void Roll_D10(object oPC);
void Roll_D12(object oPC);
void Roll_D20(object oPC);
void Roll_D100(object oPC);
void AddItemPropertyVisualEffect(object oPC,int iSlot,int iItemVisual);
void APPEARANCE_CHANCE_VFX(object oPC);
void Appearance(object oPC,int iAppearance);
void RemoveAllEffects(object oPC);
void Camera(object oPC);
void Superfly(object oPC);
void Animation_Dance(object oPC);
void PolyMorph(object oPC,int iMorpTo);
void CollorModLoad(string sTagg);
void CollorModEnter(string sTag);
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
void Teleport(object oTarget,string sTargetWP,int iBeam)
{
object oTeleTarget = GetObjectByTag(sTargetWP);
SetCommandable(FALSE,oTarget);
location PC_Location = GetLocation(oTarget);
object oArea = GetAreaFromLocation(PC_Location);
vector vec0 = GetPositionFromLocation(PC_Location);
vector vec1 = GetPositionFromLocation(PC_Location);
vector vec2 = GetPositionFromLocation(PC_Location);
vector vec3 = GetPositionFromLocation(PC_Location);
vector vec4 = GetPositionFromLocation(PC_Location);
vector vec5 = GetPositionFromLocation(PC_Location);
vector vec6 = GetPositionFromLocation(PC_Location);
vector vec7 = GetPositionFromLocation(PC_Location);
vector vec8 = GetPositionFromLocation(PC_Location);
vec0 = Vector(vec0.x-5.0,vec0.y+0.0,vec0.z+0.0);
vec1 = Vector(vec1.x-5.0,vec1.y+5.0,vec1.z+0.0);
vec2 = Vector(vec2.x+0.0,vec2.y+5.0,vec2.z+0.0);
vec3 = Vector(vec3.x+5.0,vec3.y+5.0,vec3.z+0.0);
vec4 = Vector(vec4.x+5.0,vec4.y+0.0,vec4.z+0.0);
vec5 = Vector(vec5.x+5.0,vec5.y-5.0,vec5.z+0.0);
vec6 = Vector(vec6.x+0.0,vec6.y-5.0,vec6.z+0.0);
vec7 = Vector(vec7.x-5.0,vec7.y-5.0,vec7.z+0.0);
vec8 = Vector(vec8.x+0.0,vec8.y+0.0,vec8.z+5.0);
location L0 = Location(oArea,vec0,0.0);
location L1 = Location(oArea,vec1,0.0);
location L2 = Location(oArea,vec2,0.0);
location L3 = Location(oArea,vec3,0.0);
location L4 = Location(oArea,vec4,0.0);
location L5 = Location(oArea,vec5,0.0);
location L6 = Location(oArea,vec6,0.0);
location L7 = Location(oArea,vec7,0.0);
location L8 = Location(oArea,vec8,0.0);
object oCaster0 = CreateObject(OBJECT_TYPE_PLACEABLE, "beamhelp", L0);
object oCaster1 = CreateObject(OBJECT_TYPE_PLACEABLE, "beamhelp", L1);
object oCaster2 = CreateObject(OBJECT_TYPE_PLACEABLE, "beamhelp", L2);
object oCaster3 = CreateObject(OBJECT_TYPE_PLACEABLE, "beamhelp", L3);
object oCaster4 = CreateObject(OBJECT_TYPE_PLACEABLE, "beamhelp", L4);
object oCaster5 = CreateObject(OBJECT_TYPE_PLACEABLE, "beamhelp", L5);
object oCaster6 = CreateObject(OBJECT_TYPE_PLACEABLE, "beamhelp", L6);
object oCaster7 = CreateObject(OBJECT_TYPE_PLACEABLE, "beamhelp", L7);
object oCaster8 = CreateObject(OBJECT_TYPE_PLACEABLE, "beamhelp", L8);
effect ebeam0 = EffectBeam(iBeam,oCaster0, BODY_NODE_CHEST);
effect ebeam1 = EffectBeam(iBeam,oCaster1, BODY_NODE_CHEST);
effect ebeam2 = EffectBeam(iBeam,oCaster2, BODY_NODE_CHEST);
effect ebeam3 = EffectBeam(iBeam,oCaster3, BODY_NODE_CHEST);
effect ebeam4 = EffectBeam(iBeam,oCaster4, BODY_NODE_CHEST);
effect ebeam5 = EffectBeam(iBeam,oCaster5, BODY_NODE_CHEST);
effect ebeam6 = EffectBeam(iBeam,oCaster6, BODY_NODE_CHEST);
effect ebeam7 = EffectBeam(iBeam,oCaster7, BODY_NODE_CHEST);
effect ebeam8 = EffectBeam(iBeam,oCaster8, BODY_NODE_CHEST);
effect ebeamx0 = EffectBeam(VFX_BEAM_FIRE_LASH ,oCaster0, BODY_NODE_CHEST);
effect ebeamx1 = EffectBeam(VFX_BEAM_FIRE_LASH ,oCaster1, BODY_NODE_CHEST);
effect ebeamx2 = EffectBeam(VFX_BEAM_FIRE_LASH ,oCaster2, BODY_NODE_CHEST);
effect ebeamx3 = EffectBeam(VFX_BEAM_FIRE_LASH ,oCaster3, BODY_NODE_CHEST);
effect ebeamx4 = EffectBeam(VFX_BEAM_FIRE_LASH ,oCaster4, BODY_NODE_CHEST);
effect ebeamx5 = EffectBeam(VFX_BEAM_FIRE_LASH ,oCaster5, BODY_NODE_CHEST);
effect ebeamx6 = EffectBeam(VFX_BEAM_FIRE_LASH ,oCaster6, BODY_NODE_CHEST);
effect ebeamx7 = EffectBeam(VFX_BEAM_FIRE_LASH ,oCaster7, BODY_NODE_CHEST);
effect ebeamx8 = EffectBeam(VFX_BEAM_FIRE_LASH ,oCaster8, BODY_NODE_CHEST);
effect Knock = EffectVisualEffect(VFX_IMP_KNOCK);
effect Summon = EffectVisualEffect(VFX_FNF_SUMMONDRAGON);
DelayCommand(1.0,ApplyEffectToObject(DURATION_TYPE_TEMPORARY, ebeam0,oCaster1,60.0));
DelayCommand(1.1,ApplyEffectToObject(DURATION_TYPE_TEMPORARY, ebeam1,oCaster2,60.0));
DelayCommand(1.2,ApplyEffectToObject(DURATION_TYPE_TEMPORARY, ebeam2,oCaster3,60.0));
DelayCommand(1.3,ApplyEffectToObject(DURATION_TYPE_TEMPORARY, ebeam3,oCaster4,60.0));
DelayCommand(1.4,ApplyEffectToObject(DURATION_TYPE_TEMPORARY, ebeam4,oCaster5,60.0));
DelayCommand(1.5,ApplyEffectToObject(DURATION_TYPE_TEMPORARY, ebeam5,oCaster6,60.0));
DelayCommand(1.6,ApplyEffectToObject(DURATION_TYPE_TEMPORARY, ebeam6,oCaster7,60.0));
DelayCommand(1.7,ApplyEffectToObject(DURATION_TYPE_TEMPORARY, ebeam7,oCaster0,60.0));
DelayCommand(1.8,ApplyEffectToObject(DURATION_TYPE_TEMPORARY, ebeam0,oCaster8,60.5));
DelayCommand(1.9,ApplyEffectToObject(DURATION_TYPE_TEMPORARY, ebeam1,oCaster8,60.5));
DelayCommand(2.0,ApplyEffectToObject(DURATION_TYPE_TEMPORARY, ebeam2,oCaster8,60.5));
DelayCommand(2.1,ApplyEffectToObject(DURATION_TYPE_TEMPORARY, ebeam3,oCaster8,60.5));
DelayCommand(2.2,ApplyEffectToObject(DURATION_TYPE_TEMPORARY, ebeam4,oCaster8,60.5));
DelayCommand(2.3,ApplyEffectToObject(DURATION_TYPE_TEMPORARY, ebeam5,oCaster8,60.5));
DelayCommand(2.4,ApplyEffectToObject(DURATION_TYPE_TEMPORARY, ebeam6,oCaster8,60.5));
DelayCommand(2.5,ApplyEffectToObject(DURATION_TYPE_TEMPORARY, ebeam7,oCaster8,60.5));
DelayCommand(6.5,ApplyEffectToObject(DURATION_TYPE_INSTANT,Knock,oCaster0));
DelayCommand(6.5,ApplyEffectToObject(DURATION_TYPE_INSTANT,Knock,oCaster1));
DelayCommand(6.5,ApplyEffectToObject(DURATION_TYPE_INSTANT,Knock,oCaster2));
DelayCommand(6.5,ApplyEffectToObject(DURATION_TYPE_INSTANT,Knock,oCaster3));
DelayCommand(6.5,ApplyEffectToObject(DURATION_TYPE_INSTANT,Knock,oCaster4));
DelayCommand(6.5,ApplyEffectToObject(DURATION_TYPE_INSTANT,Knock,oCaster5));
DelayCommand(6.5,ApplyEffectToObject(DURATION_TYPE_INSTANT,Knock,oCaster6));
DelayCommand(6.5,ApplyEffectToObject(DURATION_TYPE_INSTANT,Knock,oCaster7));
DelayCommand(6.5,ApplyEffectToObject(DURATION_TYPE_INSTANT,Knock,oCaster8));
DelayCommand(7.5,ApplyEffectToObject(DURATION_TYPE_TEMPORARY,ebeamx0,oTarget,2.0));
DelayCommand(7.5,ApplyEffectToObject(DURATION_TYPE_TEMPORARY,ebeamx1,oTarget,2.0));
DelayCommand(7.5,ApplyEffectToObject(DURATION_TYPE_TEMPORARY,ebeamx2,oTarget,2.0));
DelayCommand(7.5,ApplyEffectToObject(DURATION_TYPE_TEMPORARY,ebeamx3,oTarget,2.0));
DelayCommand(7.5,ApplyEffectToObject(DURATION_TYPE_TEMPORARY,ebeamx4,oTarget,2.0));
DelayCommand(7.5,ApplyEffectToObject(DURATION_TYPE_TEMPORARY,ebeamx5,oTarget,2.0));
DelayCommand(7.5,ApplyEffectToObject(DURATION_TYPE_TEMPORARY,ebeamx6,oTarget,2.0));
DelayCommand(7.5,ApplyEffectToObject(DURATION_TYPE_TEMPORARY,ebeamx7,oTarget,2.0));
DelayCommand(7.5,ApplyEffectToObject(DURATION_TYPE_TEMPORARY,ebeamx8,oTarget,2.0));
DelayCommand(9.0,ApplyEffectToObject(DURATION_TYPE_INSTANT,Knock,oTarget));
DelayCommand(10.0,ApplyEffectToObject(DURATION_TYPE_INSTANT,Summon,oTarget));
DelayCommand(11.0,AssignCommand(oTarget,ActionJumpToObject(oTeleTarget)));
DelayCommand(10.9,SetCommandable(TRUE,oTarget));
DelayCommand(12.0,ApplyEffectToObject(DURATION_TYPE_INSTANT,Knock,oCaster0));
DelayCommand(12.0,ApplyEffectToObject(DURATION_TYPE_INSTANT,Knock,oCaster1));
DelayCommand(12.0,ApplyEffectToObject(DURATION_TYPE_INSTANT,Knock,oCaster2));
DelayCommand(12.0,ApplyEffectToObject(DURATION_TYPE_INSTANT,Knock,oCaster3));
DelayCommand(12.0,ApplyEffectToObject(DURATION_TYPE_INSTANT,Knock,oCaster4));
DelayCommand(12.0,ApplyEffectToObject(DURATION_TYPE_INSTANT,Knock,oCaster5));
DelayCommand(12.0,ApplyEffectToObject(DURATION_TYPE_INSTANT,Knock,oCaster6));
DelayCommand(12.0,ApplyEffectToObject(DURATION_TYPE_INSTANT,Knock,oCaster7));
DelayCommand(12.0,ApplyEffectToObject(DURATION_TYPE_INSTANT,Knock,oCaster8));
DelayCommand(13.0,DestroyObject(oCaster0));
DelayCommand(13.0,DestroyObject(oCaster1));
DelayCommand(13.0,DestroyObject(oCaster2));
DelayCommand(13.0,DestroyObject(oCaster3));
DelayCommand(13.0,DestroyObject(oCaster4));
DelayCommand(13.0,DestroyObject(oCaster5));
DelayCommand(13.0,DestroyObject(oCaster6));
DelayCommand(13.0,DestroyObject(oCaster7));
DelayCommand(13.0,DestroyObject(oCaster8));
}
void Roll_D6(object oPC)
{
int iRoll = d6();
string sName = GetName(oPC);
string sRoll = IntToString(iRoll);
AssignCommand(oPC, ActionPlayAnimation(ANIMATION_LOOPING_GET_MID,3.0,3.0));
DelayCommand(2.0,AssignCommand(oPC, SpeakString(sName+"<c���> Rolled a<c > [<c�>D6<c >]<c���> and gets a: <c >[<c�>"+sRoll+"<c >]")));
if(iRoll == 6)
{
DelayCommand(3.5,AssignCommand(oPC, SpeakString("<c�>WoW nice Roll")));
DelayCommand(3.5,AssignCommand(oPC,ActionPlayAnimation(ANIMATION_FIREFORGET_VICTORY1,1.0,0.0)));
DelayCommand(3.5,PlayVoiceChat(VOICE_CHAT_CHEER,oPC));
}
}
void Roll_D8(object oPC)
{
int iRoll = d8();
string sName = GetName(oPC);
string sRoll = IntToString(iRoll);
AssignCommand(oPC, ActionPlayAnimation(ANIMATION_LOOPING_GET_MID,3.0,3.0));
DelayCommand(2.0,AssignCommand(oPC, SpeakString(sName+"<c���> Rolled a<c > [<c�>D8<c >]<c���> and gets a: <c >[<c�>"+sRoll+"<c >]")));
if(iRoll == 8)
{
DelayCommand(3.5,AssignCommand(oPC, SpeakString("<c�>WOW NICE ROLL!!!")));
DelayCommand(3.5,AssignCommand(oPC,ActionPlayAnimation(ANIMATION_FIREFORGET_VICTORY1,1.0,0.0)));
DelayCommand(3.5,PlayVoiceChat(VOICE_CHAT_CHEER,oPC));
}
}
void Roll_D10(object oPC)
{
int iRoll = d10();
string sName = GetName(oPC);
string sRoll = IntToString(iRoll);
AssignCommand(oPC, ActionPlayAnimation(ANIMATION_LOOPING_GET_MID,3.0,3.0));
DelayCommand(2.0,AssignCommand(oPC, SpeakString(sName+"<c���> Rolled a<c > [<c�>D10<c >]<c���> and gets a: <c >[<c�>"+sRoll+"<c >]")));
if(iRoll == 10)
{
DelayCommand(3.5,AssignCommand(oPC, SpeakString("<c�>WoW nice Roll")));
DelayCommand(3.5,AssignCommand(oPC,ActionPlayAnimation(ANIMATION_FIREFORGET_VICTORY1,1.0,0.0)));
DelayCommand(3.5,PlayVoiceChat(VOICE_CHAT_CHEER,oPC));
}
}
void Roll_D12(object oPC)
{
int iRoll = d12();
string sName = GetName(oPC);
string sRoll = IntToString(iRoll);
AssignCommand(oPC, ActionPlayAnimation(ANIMATION_LOOPING_GET_MID,3.0,3.0));
DelayCommand(2.0,AssignCommand(oPC, SpeakString(sName+"<c���> Rolled a<c > [<c�>D12<c >]<c���> and gets a: <c >[<c�>"+sRoll+"<c >]")));
if(iRoll == 12)
{
DelayCommand(3.5,AssignCommand(oPC, SpeakString("<c�>WoW nice Roll")));
DelayCommand(3.5,AssignCommand(oPC,ActionPlayAnimation(ANIMATION_FIREFORGET_VICTORY1,1.0,0.0)));
DelayCommand(3.5,PlayVoiceChat(VOICE_CHAT_CHEER,oPC));
}
}
void Roll_D20(object oPC)
{
int iRoll = d6();
string sName = GetName(oPC);
string sRoll = IntToString(iRoll);
AssignCommand(oPC, ActionPlayAnimation(ANIMATION_LOOPING_GET_MID,3.0,3.0));
DelayCommand(2.0,AssignCommand(oPC, SpeakString(sName+"<c���> Rolled a<c > [<c�>D20<c >]<c���> and gets a: <c >[<c�>"+sRoll+"<c >]")));
if(iRoll == 20)
{
DelayCommand(3.5,AssignCommand(oPC, SpeakString("<c�>WoW nice Roll")));
DelayCommand(3.5,AssignCommand(oPC,ActionPlayAnimation(ANIMATION_FIREFORGET_VICTORY1,1.0,0.0)));
DelayCommand(3.5,PlayVoiceChat(VOICE_CHAT_CHEER,oPC));
}
}
void Roll_D100(object oPC)
{
int iRoll = d100();
string sName = GetName(oPC);
string sRoll = IntToString(iRoll);
AssignCommand(oPC, ActionPlayAnimation(ANIMATION_LOOPING_GET_MID,3.0,3.0));
DelayCommand(2.0,AssignCommand(oPC, SpeakString(sName+"<c���> Rolled a<c > [<c�>D100<c >]<c���> and gets a: <c >[<c�>"+sRoll+"<c >]")));
if(iRoll == 100)
{
DelayCommand(3.5,AssignCommand(oPC, SpeakString("<c�>WoW nice Roll")));
DelayCommand(3.5,AssignCommand(oPC,ActionPlayAnimation(ANIMATION_FIREFORGET_VICTORY1,1.0,0.0)));
DelayCommand(3.5,PlayVoiceChat(VOICE_CHAT_CHEER,oPC));
}
}
void AddItemPropertyVisualEffect(object oPC,int iSlot,int iItemVisual)
{
object oItem = GetItemInSlot(iSlot, oPC);
itemproperty ipAdd = ItemPropertyVisualEffect(iItemVisual);
effect AddVfx = EffectVisualEffect(VFX_IMP_SUPER_HEROISM);
if(GetIsObjectValid(oItem)==TRUE)
{
IPRemoveMatchingItemProperties(oItem,ITEM_PROPERTY_VISUALEFFECT, -1);
IPSafeAddItemProperty(oItem,ipAdd);
ApplyEffectToObject(DURATION_TYPE_INSTANT,AddVfx,oPC);
FloatingTextStringOnCreature("New Visual Addet",oPC);
}
if(GetIsObjectValid(oItem)==FALSE)
{
FloatingTextStringOnCreature("No Item in Righthand SLot",oPC);
}
}
void APPEARANCE_CHANCE_VFX(object oPC)
{
effect Appariance_Vfx_1 = EffectVisualEffect(VFX_IMP_PULSE_COLD);
effect Appariance_Vfx_2 = EffectVisualEffect(VFX_IMP_PULSE_FIRE);
effect Appariance_Vfx_3 = EffectVisualEffect(VFX_IMP_PULSE_HOLY);
effect Appariance_Vfx_4 = EffectVisualEffect(VFX_IMP_PULSE_NATURE);
DelayCommand(0.0,ApplyEffectToObject(DURATION_TYPE_INSTANT,Appariance_Vfx_1,oPC));
DelayCommand(0.5,ApplyEffectToObject(DURATION_TYPE_INSTANT,Appariance_Vfx_2,oPC));
DelayCommand(1.0,ApplyEffectToObject(DURATION_TYPE_INSTANT,Appariance_Vfx_3,oPC));
DelayCommand(1.5,ApplyEffectToObject(DURATION_TYPE_INSTANT,Appariance_Vfx_4,oPC));
}
void Appearance(object oPC,int iAppearance)
{
APPEARANCE_CHANCE_VFX(oPC);
DelayCommand(2.0,SetCreatureAppearanceType(oPC,iAppearance));
}
void RemoveAllEffects(object oPC)
{
effect Firstnext = GetFirstEffect(oPC);
while(GetIsEffectValid(Firstnext))
{
RemoveEffect(oPC,Firstnext);
Firstnext = GetNextEffect(oPC);
}
}
void Camera(object oPC)
{
SetCutsceneMode(oPC,TRUE);
SetCameraMode(oPC,CAMERA_MODE_TOP_DOWN);
AssignCommand(oPC,SetCameraFacing(60.0,20.0,22.0,CAMERA_TRANSITION_TYPE_VERY_FAST));
DelayCommand(2.0,AssignCommand(oPC,SetCameraFacing(-60.0,20.0,22.0,CAMERA_TRANSITION_TYPE_VERY_FAST)));
DelayCommand(5.0,SetCutsceneMode(oPC,FALSE));
}
void Superfly(object oPC)
{
effect Vfx1 = EffectVisualEffect(VFX_IMP_DEATH_WARD);
effect Vfx2 = EffectVisualEffect(VFX_IMP_TORNADO);
effect Vfx3 = EffectVisualEffect(VFX_IMP_HASTE);
effect Vfx4 = EffectVisualEffect(VFX_IMP_DEATH_L);
effect Link = EffectLinkEffects(Vfx4,Vfx1);
effect Flyup = EffectDisappear();
effect Flydown = EffectAppear();
DelayCommand(0.0,ApplyEffectToObject(DURATION_TYPE_INSTANT,Vfx3,oPC));
DelayCommand(0.5,ApplyEffectToObject(DURATION_TYPE_INSTANT,Vfx2,oPC));
DelayCommand(1.0,ApplyEffectToObject(DURATION_TYPE_INSTANT,Flyup,oPC));
DelayCommand(1.0,ApplyEffectToObject(DURATION_TYPE_INSTANT,Link,oPC));
DelayCommand(1.3,ApplyEffectToObject(DURATION_TYPE_INSTANT,Link,oPC));
DelayCommand(1.6,ApplyEffectToObject(DURATION_TYPE_INSTANT,Link,oPC));
DelayCommand(1.9,ApplyEffectToObject(DURATION_TYPE_INSTANT,Link,oPC));
DelayCommand(2.2,ApplyEffectToObject(DURATION_TYPE_INSTANT,Link,oPC));
DelayCommand(2.5,ApplyEffectToObject(DURATION_TYPE_INSTANT,Flydown,oPC));
DelayCommand(2.5,ApplyEffectToObject(DURATION_TYPE_INSTANT,Link,oPC));
DelayCommand(2.8,ApplyEffectToObject(DURATION_TYPE_INSTANT,Link,oPC));
DelayCommand(3.1,ApplyEffectToObject(DURATION_TYPE_INSTANT,Link,oPC));
}
void Animation_Dance(object oPC)
{
AssignCommand(oPC,ActionPlayAnimation(ANIMATION_FIREFORGET_VICTORY2));
DelayCommand(3.0,AssignCommand(oPC,ActionPlayAnimation(ANIMATION_LOOPING_TALK_LAUGHING, 3.0, 2.0)));
DelayCommand(3.0,AssignCommand(oPC,PlayVoiceChat(VOICE_CHAT_LAUGH)));
DelayCommand(5.0,AssignCommand(oPC,ActionPlayAnimation(ANIMATION_FIREFORGET_VICTORY1)));
DelayCommand(8.5,AssignCommand(oPC,ActionPlayAnimation(ANIMATION_FIREFORGET_VICTORY3)));
DelayCommand(11.0,AssignCommand(oPC,ActionPlayAnimation(ANIMATION_LOOPING_GET_MID, 3.0, 2.0)));
DelayCommand(14.5,AssignCommand(oPC,PlayVoiceChat(VOICE_CHAT_LAUGH)));
DelayCommand(13.0,AssignCommand(oPC,ActionPlayAnimation(ANIMATION_FIREFORGET_VICTORY3)));
}
void PolyMorph(object oPC,int iMorpTo)
{
effect Poly = EffectPolymorph(iMorpTo);
effect Visual1 = EffectVisualEffect(VFX_IMP_DIVINE_STRIKE_HOLY);
effect Visual2 = EffectVisualEffect(VFX_DUR_DEATH_ARMOR);
effect heal = EffectHeal(TRUE);
effect Link = EffectLinkEffects(Visual1,Visual2);
effect Link2 = EffectLinkEffects(heal,Poly);
ApplyEffectToObject(DURATION_TYPE_INSTANT,Link,oPC);
DelayCommand(0.5,ApplyEffectToObject(DURATION_TYPE_INSTANT,Link,oPC));
DelayCommand(1.0,ApplyEffectToObject(DURATION_TYPE_INSTANT,Link,oPC));
DelayCommand(1.5,ApplyEffectToObject(DURATION_TYPE_INSTANT,Link2,oPC));
}
void CollorModLoad(string sTag)
{
string sColor = GetName(GetObjectByTag(sTag));
////////////////////////////////////////////////
SetCustomToken(1001, GetSubString(sColor, 0, 6));
SetCustomToken(1002, GetSubString(sColor, 6, 6));
SetCustomToken(1003, GetSubString(sColor, 12, 6));
SetCustomToken(1004, GetSubString(sColor, 18, 6));
SetCustomToken(1005, GetSubString(sColor, 24, 6));
SetCustomToken(1006, GetSubString(sColor, 30, 6));
SetCustomToken(1007, GetSubString(sColor, 36, 6));
////////////////////////////////////////////////
}
void CollorModEnter(string sTag)
{
string sColor = GetName(GetObjectByTag(sTag));
////////////////////////////////////////////////
string sWhite = GetSubString(sColor, 0, 6);
string sYellow = GetSubString(sColor, 6, 6);
string sMagenta = GetSubString(sColor, 12, 6);
string sCyan = GetSubString(sColor, 18, 6);
string sRed = GetSubString(sColor, 24, 6);
string sGreen = GetSubString(sColor, 30, 6);
string sBlue = GetSubString(sColor, 36, 6);
///////////////////////////////////////////////
}