/* Script generated by Lilac Soul's NWN Script Generator, v. 1.6 For download info, please visit: http://www.lilacsoul.revility.com */ //Put this OnUsed void main() { object oPC = GetLastUsedBy(); if (!GetIsPC(oPC)) return; if (GetItemPossessedBy(oPC, "dwarfsig")== OBJECT_INVALID) return; object oTarget; location lTarget; oTarget = GetWaypointByTag("WP_ORDFIST2"); 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()); DelayCommand(1.0, 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 int nInt; nInt = GetObjectType(oTarget); if (nInt != OBJECT_TYPE_WAYPOINT) ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_UNSUMMON), oTarget); else ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_UNSUMMON), GetLocation(oTarget)); { // * note that nActive == 1 does not necessarily mean the placeable is active // * that depends on the initial state of the object int nActive = GetLocalInt (OBJECT_SELF,"X2_L_PLC_ACTIVATED_STATE"); // * Play Appropriate Animation if (!nActive) { ActionPlayAnimation(ANIMATION_PLACEABLE_ACTIVATE); } else { ActionPlayAnimation(ANIMATION_PLACEABLE_DEACTIVATE); } // * Store New State SetLocalInt(OBJECT_SELF,"X2_L_PLC_ACTIVATED_STATE",!nActive); } }