72 lines
1.8 KiB
Plaintext
72 lines
1.8 KiB
Plaintext
effect eEffect;
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location lTarget;
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object oTarget;
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//Created by Guile 3/31/07 :)
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//Put this script OnEnter
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void main()
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{
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object oPC = GetEnteringObject();
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if (!GetIsPC(oPC)) return;
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int DoOnce = GetLocalInt(oPC, GetTag(OBJECT_SELF));
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if (DoOnce==TRUE) return;
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SetLocalInt(oPC, GetTag(OBJECT_SELF), TRUE);
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if (GetIsSkillSuccessful(oPC, SKILL_TUMBLE, 42))
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{
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oTarget = GetWaypointByTag("jumpway3");
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lTarget = GetLocation(oTarget);
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//only do the jump if the location is valid.
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//though not flawless, we just check if it is in a valid area.
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//the script will stop if the location isn't valid - meaning that
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//nothing put after the teleport will fire either.
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//the current location won't be stored, either
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if (GetAreaFromLocation(lTarget)==OBJECT_INVALID) return;
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AssignCommand(oPC, ClearAllActions());
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AssignCommand(oPC, ActionJumpToLocation(lTarget));
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DelayCommand(1.0, FloatingTextStringOnCreature("You jump to the other side, and your tumbling skills keep you from breaking your kneck!!!", oPC));
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}
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else
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{
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oTarget = GetWaypointByTag("jumpway 3");
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lTarget = GetLocation(oTarget);
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//only do the jump if the location is valid.
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//though not flawless, we just check if it is in a valid area.
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//the script will stop if the location isn't valid - meaning that
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//nothing put after the teleport will fire either.
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//the current location won't be stored, either
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if (GetAreaFromLocation(lTarget)==OBJECT_INVALID) return;
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AssignCommand(oPC, ClearAllActions());
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AssignCommand(oPC, ActionJumpToLocation(lTarget));
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oTarget = oPC;
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eEffect = EffectDeath();
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eEffect = SupernaturalEffect(eEffect);
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DelayCommand(1.0, ApplyEffectToObject(DURATION_TYPE_PERMANENT, eEffect, oTarget));
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FloatingTextStringOnCreature("You jump to the otherside, but as you tumble you break your kneck!!!", oPC);
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}
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}
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