//Created by Guile 2/2/07 //Put this on action taken in the conversation editor void main() { object oPC = GetPCSpeaker(); object oTarget; oTarget = oPC; effect eEffect; eEffect = EffectBlindness(); eEffect = SupernaturalEffect(eEffect); ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eEffect, oTarget, 60.0f); eEffect = EffectCurse(4, 4, 4, 4, 4, 4); eEffect = SupernaturalEffect(eEffect); ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eEffect, oTarget, 60.0f); oTarget = GetObjectByTag("unholyaltar33"); //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_SUNBEAM), oTarget); else ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_SUNBEAM), GetLocation(oTarget)); DestroyObject(oTarget, 0.5); FloatingTextStringOnCreature("The destruction of the alter has cursed you!", oPC); location lTarget; lTarget = GetLocation(oTarget); oTarget = GetWaypointByTag("clericway33"); //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; DelayCommand(1.0, AssignCommand(oPC, ClearAllActions())); DelayCommand(1.0, AssignCommand(oPC, ActionJumpToLocation(lTarget))); eEffect = EffectVisualEffect(VFX_IMP_UNSUMMON); DelayCommand(1.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eEffect, oPC)); }