//Created By Guile 2/07/07 //Put this on action taken in the conversation editor void main() { object oPC = GetPCSpeaker(); object oTarget; location lTarget; oTarget = GetWaypointByTag("clericway33"); 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; effect eEffect; eEffect = EffectCurse(4, 4, 4, 4, 4, 4); eEffect = SupernaturalEffect(eEffect); DelayCommand(2.0, ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eEffect, oTarget, 60.0f)); eEffect = EffectBlindness(); eEffect = SupernaturalEffect(eEffect); DelayCommand(2.0, ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eEffect, oTarget, 60.0f)); eEffect = EffectSilence(); eEffect = SupernaturalEffect(eEffect); DelayCommand(2.0, ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eEffect, oTarget, 60.0f)); //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_FNF_PWKILL), oTarget); else ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_PWKILL), GetLocation(oTarget)); }