Scriptname FlameAtronachEffectScript extends ActiveMagicEffect {This is a temp script to get the art working right for the flame atronach.} ;=============================================== import utility import form ;=============================================== Actor selfRef VisualEffect Property AtronachFlameTrail Auto Armor Property AtronachFlameDeadSkin Auto EffectShader Property AtronachFlameDeathFXS Auto EffectShader Property AtronachUnsummonDeathFXS Auto explosion property AtronachFlameDeathExplosion auto int atronachHealth EVENT OnEffectStart(Actor Target, Actor Caster) selfRef = caster ;USKP 2.0.1 - Stop this from attaching to the player. if( selfRef == Game.GetPlayer() ) Return EndIf ;USKP 2.0.3 - 3D check, shaders, etc if( selfRef.Is3DLoaded() ) AtronachFlameTrail.Play(selfRef, -1) EndIf ENDEVENT Event OnEffectFinish(Actor akTarget, Actor akCaster) AtronachFlameTrail.Stop(selfRef) ENDEVENT EVENT onDying(actor myKiller) atronachHealth = selfRef.GetActorValue("Health") as int if atronachHealth > 0 ; debug.trace("flame health > 0") AtronachFlameTrail.Stop(selfRef) AtronachUnsummonDeathFXS.Play(selfRef) elseIf atronachHealth <= 0 wait(3.0) ; debug.trace("flame health <= 0") AtronachFlameDeathFXS.Play(selfRef) wait(0.5) selfRef.placeAtMe(AtronachFlameDeathExplosion) wait(0.1) AtronachFlameTrail.Stop(selfRef) selfRef.EquipItem(AtronachFlameDeadSkin) wait(1) AtronachFlameDeathFXS.Stop(selfRef) endif ENDEVENT