FairyFlutes Print
Written by Mithrandir   
Wednesday, 10 February 2010 09:44

Taken from Pilgrim's post:

If used on the WATER blocks then the first and last animations will be seen but if used on the MARE blocks (as in the Standard quest) the fairy will be hidden beneath the water.

STATE_MACHINE {
KEY {FairyFlutes}
COMMENT [Fairy appears out of water by message and/or virtual object and/or when Player approaches (this feature can be disabled by setting to less than 2). Speaks and plays flutes then disappears, dropping a virtual object.]

PARAM {
KEY {1}
TYPE {FRAME}
DEFAULT {FAIRY}
DISPLAY {}
COMMENT [Quest Editor display:]}

PARAM {
KEY {2}
TYPE {TEXT}
COMMENT [Fairy's name:]}

PARAM {
KEY {3}
TYPE {TEXT}
COMMENT [Fairy's text:]}

PARAM {
KEY {4}
TYPE {SOUND}
DEFAULT {FLUTES}
COMMENT [Sound played:]}

PARAM {
KEY {5}
TYPE {INT}
DEFAULT {0}
COMMENT [Approach radius to appear:]}

PARAM {
KEY {6}
TYPE {INT}
DEFAULT {1}
COMMENT [Message to appear:]}

PARAM {
KEY {7}
TYPE {OBJECT}
COMMENT [Virtual object to appear:]}

PARAM {
KEY {8}
TYPE {OBJECT}
COMMENT [Virtual object dropped:]}

CODE [
TRAP {
KEY {%0}
FLAG {ACTIVE|LIGHT|LIGHTBUFFER|NOSHADOW}
SKELFILE {FEE}
NAME {%2}

STATE {
KEY {INITIAL}
SETLOWCOLLID {1}
SKELNAME {FEE}
SKELANIM {STATIC1}
MULTI {
CONDITION {
COLLIDEX {1,%5,1}
GOTO {APPEAR}}
CONDITION {
MSG {%6}
GOTO {APPEAR}}
CONDITION {
OBJECT {%7}
GOTO {APPEAR}}}}

STATE {
KEY {APPEAR}
SETLOWCOLLID {1}
SKELNAME {FEE}
SKELANIM {APPARITION}
ACTION {
EFFECT {WATER1}
EFFECT {WATER2}}
MULTI {
CONDITION {
ENDANIM {}
GOTO {TEXT}}}}

STATE {
KEY {TEXT}
SETLOWCOLLID {1}
SKELNAME {FEE}
SKELANIM {STATIC2}
ACTION {
SOUND {%4}}
TEXTPANEL {%3}
MULTI {
CONDITION {
CLOSEPANEL {}
GOTO {DISAPPEAR}}}}

STATE {
KEY {DISAPPEAR}
SETLOWCOLLID {1}
SKELNAME {FEE}
SKELANIM {DISPARITION}
MULTI {
CONDITION {
ENDANIM {}
GOTO {END}}}}

STATE {
KEY {END}
SETLOWCOLLID {1}
SKELNAME {FEE}
SKELANIM {STATIC1}
ACTION {
OBJECT {%8}
EFFECT {WATER1}
EFFECT {WATER2}}}}]}