Shargast_PRC8/_module/Chapter 1/nss/palladruil_kick.nss
Jaysyn904 66a0a3e043 Initial commit
Initial commit.
2024-08-03 14:13:18 -04:00

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void main()
{
object oPC = GetEnteringObject();
if (!GetIsPC(oPC)) return;
if (GetItemPossessedBy(oPC, "sig_pal")!= OBJECT_INVALID)
return;
object oTarget;
oTarget = oPC;
effect eEffect;
eEffect = EffectBlindness();
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eEffect, oTarget, 300.0f);
location lTarget;
oTarget = GetWaypointByTag("WP_TIONOUT");
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(3.0, AssignCommand(oPC, ActionJumpToLocation(lTarget)));
oTarget = oPC;
//Visual effects can't be applied to waypoints, so if it is a WP
//the VFX will be applied 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));
}