Added Daz's persistent NUI storage. Added instanced player room at the Inn of the Flying Monkey. Added PnP cockatrice & dire weasel. Full compile.
53 lines
1.5 KiB
Plaintext
53 lines
1.5 KiB
Plaintext
void main()
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{
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//:: Declare major variables
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object oPC = GetPCSpeaker();
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object oBaseArea = GetObjectByTag("IFM_PC_ROOMS");
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string sPCName = GetName(oPC);
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string sBaseResRef = GetResRef(oBaseArea);
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string sBaseName = GetName(oBaseArea);
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string sNewTag = sPCName+sBaseResRef;
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string sNewName = sPCName+"'s Room at the Flying Monkey";
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//:: Create instanced area from player's information
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CreateArea(sBaseResRef, sNewTag, sNewName);
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//:: Get information about new area instance
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object oNewRoom = GetObjectByTag(sNewTag);
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string sNewResRef = GetResRef(oNewRoom);
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location lEntry = GetLocation(GetObjectByTag("PC_ROOM_MAT"));
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//:: Create entry waypoint in new area instance
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CreateObject(OBJECT_TYPE_WAYPOINT, "nw_waypoint001", lEntry, FALSE, "WP_"+sNewTag);
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//:: Make sure the area is valid
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object oTarget;
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location lTarget;
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oTarget = GetWaypointByTag("WP_"+sNewTag);
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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)
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{
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SendMessageToPC(oPC, "Warning: Area does not exist!");
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return;
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}
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AssignCommand(oPC, ClearAllActions());
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AssignCommand(oPC, ActionJumpToLocation(lTarget));
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}
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