/*   Script generated by
Lilac Soul's NWN Script Generator, v. 2.1

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 = GetObjectByTag("playeritem");

object oItem;
oItem = GetFirstItemInInventory(oPC);

while (GetIsObjectValid(oItem))
   {
   AssignCommand(oTarget, ActionTakeItem(oItem, oPC));

   oItem = GetNextItemInInventory(oPC);
   }

int nInt;
for (nInt=0; nInt<NUM_INVENTORY_SLOTS; nInt++)
   {
   oItem = GetItemInSlot(nInt, oPC);

   if (GetIsObjectValid(oItem)) AssignCommand(oTarget, ActionTakeItem(oItem, oPC));
   }

location lTarget;
oTarget = GetWaypointByTag("arena1");

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, ClearAllActions());

DelayCommand(3.0, AssignCommand(oPC, ActionJumpToLocation(lTarget)));

oTarget = oPC;

//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_IMP_UNSUMMON), oTarget);
else ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_UNSUMMON), GetLocation(oTarget));

oTarget = OBJECT_SELF;

DestroyObject(oTarget, 0.0);

}