RATDOG/_module/nss/pillarscript.nss
Jaysyn904 0f13e6c538 Initial module commit
Initial module commit.
2021-08-29 23:34:48 -04:00

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/* 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);
}