location lTarget; object oTarget; //Created by Guile 3/7/07 //Put this script OnEnter void main() { object oPC = GetEnteringObject(); if (!GetIsPC(oPC)) return; if ((GetLevelByClass(CLASS_TYPE_BARD, oPC)==0)) return; if (GetItemPossessedBy(oPC, "reaverkey")!= OBJECT_INVALID) { oTarget = GetWaypointByTag("secretbardway1"); 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; SetLocalLocation(oPC, "ls_stored_loc", GetLocation(oPC)); AssignCommand(oPC, ClearAllActions()); AssignCommand(oPC, ActionJumpToLocation(lTarget)); } else { SendMessageToPC(oPC, "You see a keyhole in the wall."); } }