64 lines
1.4 KiB
Plaintext
64 lines
1.4 KiB
Plaintext
#include "nw_i0_plot"
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string sDeny;
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string sOpen;
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void main()
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{
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object oPC = GetLastUsedBy();
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if (!GetIsPC(oPC)) return;
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int nInt;
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nInt=GetLocalInt(oPC, "BaptiseLaw");
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if (nInt == 1)
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{
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sDeny="Those who have been baptised by the power of Christ cannot open this pagan portal!";
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SendMessageToPC(oPC, sDeny);
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return;
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}
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SetPLocalInt(oPC, "BaptiseLaw", 0);
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sOpen = "You have opened this ancient portal to the True King. Your party may now use it." ;
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SendMessageToPC(oPC, sOpen);
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//SetLocalInt(oPC, "LanceQuest", 3);
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object oTarget;
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oTarget = OBJECT_SELF;
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//Visual effects can't be applied to waypoints, so if it is a WP
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//apply to the WP's location instead
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nInt = GetObjectType(oTarget);
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if (nInt != OBJECT_TYPE_WAYPOINT) ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_SUNBEAM), oTarget);
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else ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_SUNBEAM), GetLocation(oTarget));
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AssignCommand(oPC, ClearAllActions());
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location lTarget;
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oTarget = GetWaypointByTag("DST_lance_portal");
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lTarget = GetLocation(oTarget);
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//only do the jump if the location is valid.
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//though not flawless, we just check if it is in a valid area.
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//the script will stop if the location isn't valid - meaning that
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//nothing put after the teleport will fire either.
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//the current location won't be stored, either
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if (GetAreaFromLocation(lTarget)==OBJECT_INVALID) return;
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AssignCommand(oPC, ActionJumpToLocation(lTarget));
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}
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