#include "nw_i0_plot" string sDeny; string sOpen; void main() { object oPC = GetLastUsedBy(); if (!GetIsPC(oPC)) return; int nInt; nInt=GetLocalInt(oPC, "BaptiseLaw"); if (nInt == 1) { sDeny="Those who have been baptised by the power of Christ cannot open this pagan portal!"; SendMessageToPC(oPC, sDeny); return; } SetPLocalInt(oPC, "BaptiseLaw", 0); sOpen = "You have opened this ancient portal to the True King. Your party may now use it." ; SendMessageToPC(oPC, sOpen); //SetLocalInt(oPC, "LanceQuest", 3); object oTarget; oTarget = OBJECT_SELF; //Visual effects can't be applied to waypoints, so if it is a WP //apply to the WP's location instead nInt = GetObjectType(oTarget); if (nInt != OBJECT_TYPE_WAYPOINT) ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_SUNBEAM), oTarget); else ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_SUNBEAM), GetLocation(oTarget)); AssignCommand(oPC, ClearAllActions()); location lTarget; oTarget = GetWaypointByTag("DST_lance_portal"); 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; AssignCommand(oPC, ActionJumpToLocation(lTarget)); }