Scriptname _00E_WishingWell_FailsaveSC extends ObjectReference ; Script on the wishing wells. This is not just a failsave (despite ; the name of the script). Event OnInit() Self.BlockActivation(True) EndEvent Event OnActivate(ObjectReference akActionRef) if WishWellState.GetValue() == 2 ; This means that the player has already collected the reward ; from this well. return endif ; Due to the difficulties of interrupting dialogue with a talking ; activator, we don't want the player to be able to talk with the ; well when the player is in combat. if PlayerREF.IsInCombat() _00E_WishingWell_InteractWhileInCombat.Show() Else Self.Activate(PlayerREF, True) EndIf EndEvent Message Property _00E_WishingWell_InteractWhileInCombat Auto Actor Property PlayerREF Auto GlobalVariable Property WishWellState Auto