RATDOG/_module/nss/at_enter_pc_room.nss
Jaysyn904 a005da6b51 Added Daz's persistent NUI storage
Added Daz's persistent NUI storage.  Added instanced player room at the Inn of the Flying Monkey.  Added PnP cockatrice & dire weasel.  Full compile.
2023-02-19 01:10:48 -05:00

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void main()
{
//:: Declare major variables
object oPC = GetPCSpeaker();
object oBaseArea = GetObjectByTag("IFM_PC_ROOMS");
string sPCName = GetName(oPC);
string sBaseResRef = GetResRef(oBaseArea);
string sBaseName = GetName(oBaseArea);
string sNewTag = sPCName+sBaseResRef;
string sNewName = sPCName+"'s Room at the Flying Monkey";
//:: Create instanced area from player's information
CreateArea(sBaseResRef, sNewTag, sNewName);
//:: Get information about new area instance
object oNewRoom = GetObjectByTag(sNewTag);
string sNewResRef = GetResRef(oNewRoom);
location lEntry = GetLocation(GetObjectByTag("PC_ROOM_MAT"));
//:: Create entry waypoint in new area instance
CreateObject(OBJECT_TYPE_WAYPOINT, "nw_waypoint001", lEntry, FALSE, "WP_"+sNewTag);
//:: Make sure the area is valid
object oTarget;
location lTarget;
oTarget = GetWaypointByTag("WP_"+sNewTag);
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)
{
SendMessageToPC(oPC, "Warning: Area does not exist!");
return;
}
AssignCommand(oPC, ClearAllActions());
AssignCommand(oPC, ActionJumpToLocation(lTarget));
}