generated from Jaysyn/ModuleTemplate
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52
_module/nss/templeport.nss
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52
_module/nss/templeport.nss
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/* Script generated by
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Lilac Soul's NWN Script Generator, v. 2.2
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For download info, please visit:
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http://nwvault.ign.com/View.php?view=Other.Detail&id=4683&id=625 */
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//Put this script OnUsed
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void main()
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{
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object oPC = GetLastUsedBy();
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string sDestination = "TempleGardenPortal";
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if (!GetIsPC(oPC)) return;
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if (GetAlignmentGoodEvil(oPC) == ALIGNMENT_EVIL)
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sDestination = "TienaEvilSpot";
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object oTarget;
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location lTarget;
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oTarget = GetWaypointByTag(sDestination);
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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) return;
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AssignCommand(oPC, ClearAllActions());
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AssignCommand(oPC, ActionJumpToLocation(lTarget));
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oTarget = oPC;
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//Visual effects can't be applied to waypoints, so if it is a WP
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//the VFX will be applied to the WP's location instead
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int nInt;
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nInt = GetObjectType(oTarget);
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//if (nInt != OBJECT_TYPE_WAYPOINT) ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_UNSUMMON), oTarget);
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//else ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_UNSUMMON), GetLocation(oTarget));
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if (GetAlignmentGoodEvil(oPC) == ALIGNMENT_EVIL)
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{
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DelayCommand(0.1, AssignCommand(oPC, ActionPlayAnimation(ANIMATION_LOOPING_DEAD_BACK, 1.0f, 6.0f)));
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FloatingTextStringOnCreature("You are thrown back from the powerfull good aura of the portal.", oPC);
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}
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}
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