/* Script generated by Lilac Soul's NWN Script Generator, v. 2.3 For download info, please visit: http://nwvault.ign.com/View.php?view=Other.Detail&id=4683&id=625 */ //Put this on action taken in the conversation editor void main() { object oPC = GetPCSpeaker(); object oTarget; oTarget = oPC; //Visual effects can't be applied to waypoints, so if it is a WP //the VFX will be applied to the WP's location instead int nInt; nInt = GetObjectType(oTarget); effect eEffect; eEffect = EffectVisualEffect(VFX_FNF_GREATER_RUIN); if (nInt != OBJECT_TYPE_WAYPOINT) DelayCommand(2.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eEffect, oTarget)); else DelayCommand(2.0, ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eEffect, GetLocation(oTarget))); location lTarget; oTarget = GetWaypointByTag("tobiasgetout"); lTarget = GetLocation(oTarget); //only do the jump if the location is valid. //though not flawless, we just check if it is in a valid area. //the script will stop if the location isn't valid - meaning that //nothing put after the teleport will fire either. //the current location won't be stored, either if (GetAreaFromLocation(lTarget)==OBJECT_INVALID) return; DelayCommand(6.0, AssignCommand(oPC, ClearAllActions())); DelayCommand(6.0, AssignCommand(oPC, ActionJumpToLocation(lTarget))); }