RATDOG/_module/nss/resptownport.nss
Jaysyn904 6807c775b4 Tweaked respawn points
Tweaked respawn points.  Tweaked ILR.  Full compile.
2023-01-02 16:21:54 -05:00

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#include "nw_i0_plot"
//Goes OnPlayerRespawn of the module properties
void main()
{
object oPC = GetLastRespawnButtonPresser();
object oTarget;
location lTarget;
oTarget = GetWaypointByTag("WP_HOSPITAL");
lTarget = GetLocation(oTarget);
if (!GetIsPC(oPC)) return;
ApplyEffectToObject(DURATION_TYPE_INSTANT,EffectResurrection(),oPC);
ApplyEffectToObject(DURATION_TYPE_INSTANT,EffectHeal(GetMaxHitPoints(oPC)), oPC);
RemoveEffects(oPC);
//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(0.1, AssignCommand(oPC, ActionJumpToLocation(lTarget)));
//Visual effects can't be applied to waypoints, so if it is a WP
//apply to the WP's location instead
int nInt;
nInt = GetObjectType(oTarget);
if (nInt != OBJECT_TYPE_WAYPOINT) ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_UNSUMMON), oPC);
else ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_UNSUMMON), GetLocation(oPC));
}