effect eEffect; int nInt; location lTarget; object oTarget; /* Script generated by Lilac Soul's NWN Script Generator, v. 1.5 For download info, please visit: http://www.lilacsoul.revility.com */ #include "prc_inc_racial" //Put this OnUsed void main() { object oPC = GetLastUsedBy(); if (!GetIsPC(oPC)) return; if ((MyPRCGetRacialType(oPC)==RACIAL_TYPE_GNOME)) { oTarget = GetWaypointByTag("gnomeportal"); 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()); 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_FNF_NATURES_BALANCE), oTarget); else ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_NATURES_BALANCE), GetLocation(oTarget)); } else if ((MyPRCGetRacialType(oPC)==RACIAL_TYPE_ELF)) { oTarget = GetWaypointByTag("elfportal"); 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()); 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_FNF_DISPEL_GREATER), oTarget); else ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_DISPEL_GREATER), GetLocation(oTarget)); } else if ((MyPRCGetRacialType(oPC)==RACIAL_TYPE_DWARF)) { oTarget = GetWaypointByTag("dwarfportal"); 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()); 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_BIGBYS_FORCEFUL_HAND), oTarget); else ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_BIGBYS_FORCEFUL_HAND), GetLocation(oTarget)); } else if ((MyPRCGetRacialType(oPC)==RACIAL_TYPE_HALFELF)) { oTarget = GetWaypointByTag("halfelfportal"); 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()); 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_BREACH), oTarget); else ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_BREACH), GetLocation(oTarget)); } else if ((MyPRCGetRacialType(oPC)==RACIAL_TYPE_HALFLING)) { oTarget = GetWaypointByTag("halflingportal"); 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()); 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_FNF_IMPLOSION), oTarget); else ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_IMPLOSION), GetLocation(oTarget)); } else if ((MyPRCGetRacialType(oPC)==RACIAL_TYPE_HALFORC)) { oTarget = GetWaypointByTag("halforcportal"); 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()); 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_DOOM), oTarget); else ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_DOOM), GetLocation(oTarget)); } else if ((MyPRCGetRacialType(oPC)==RACIAL_TYPE_HUMAN)) { oTarget = GetWaypointByTag("humanportal"); 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()); 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_FNF_WAIL_O_BANSHEES), oTarget); else ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_WAIL_O_BANSHEES), GetLocation(oTarget)); } else { oTarget = oPC; eEffect = EffectPolymorph(POLYMORPH_TYPE_TROLL); ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eEffect, oTarget, 60.0f); } }