//Created by Guile 01/20/07 //Put this script OnUsed void main() { object oPC = GetLastUsedBy(); if (!GetIsPC(oPC)) return; if (GetItemPossessedBy(oPC, "hellsgatekey")== OBJECT_INVALID) return; object oTarget; location lTarget; oTarget = GetWaypointByTag("abyssway1"); 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; oTarget=GetFirstFactionMember(oPC, FALSE); while (GetIsObjectValid(oTarget)) { AssignCommand(oTarget, ClearAllActions()); AssignCommand(oTarget, ActionJumpToLocation(lTarget)); oTarget=GetNextFactionMember(oPC, FALSE); } 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); effect eEffect; eEffect = EffectVisualEffect(VFX_FNF_TIME_STOP); if (nInt != OBJECT_TYPE_WAYPOINT) DelayCommand(5.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eEffect, oTarget)); else DelayCommand(5.0, ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eEffect, GetLocation(oTarget))); FloatingTextStringOnCreature("This is one of the God Quest of the module, it is extremely difficult, so bring lots of help!!!", oPC); }