UW2_PRC8/_module/nss/judgementtrigger.nss
Jaysyn904 5197ad9a4d Initial upload
Initial upload
2023-09-25 20:24:01 -04:00

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effect eEffect;
int nInt;
location lTarget;
object oTarget;
object oItem;
//Created by Guile 3/27/07
//Put this script OnEnter
#include "nw_i0_tool"
void main()
{
object oPC = GetEnteringObject();
if (!GetIsPC(oPC)) return;
if (GetItemPossessedBy(oPC, "godmark5")!= OBJECT_INVALID)
{
oItem = GetFirstItemInInventory(oPC);
while (GetIsObjectValid(oItem))
{
if (GetTag(oItem)=="godmark5") DestroyObject(oItem);
oItem = GetNextItemInInventory(oPC);
}
RewardPartyXP(50000, oPC, FALSE);
RewardPartyGP(5000000, oPC, FALSE);
CreateItemOnObject("keyoftheplanes", oPC);
oTarget = GetWaypointByTag("newgodway1");
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
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));
DelayCommand(4.0, FloatingTextStringOnCreature("You Have Become Immortal, even a God!", oPC));
eEffect = EffectCutsceneGhost();
eEffect = SupernaturalEffect(eEffect);
ApplyEffectToObject(DURATION_TYPE_PERMANENT, eEffect, oTarget);
}
else
{
FloatingTextStringOnCreature("You Have Been Judged!", oPC);
eEffect = EffectDamage(9999, DAMAGE_TYPE_DIVINE, DAMAGE_POWER_ENERGY);
ApplyEffectToObject(DURATION_TYPE_INSTANT, eEffect, oPC);
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
nInt = GetObjectType(oTarget);
if (nInt != OBJECT_TYPE_WAYPOINT) ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_DESTRUCTION), oTarget);
else ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_DESTRUCTION), GetLocation(oTarget));
}
}