effect eEffect; location lTarget; object oTarget; //Put this script OnEnter #include "prc_inc_spells" void main() { object oPC = GetEnteringObject(); if (!GetIsPC(oPC)) return; if (!PRCGetCasterLevel(oPC)) /* if ((GetLevelByClass(CLASS_TYPE_BARD, oPC)==0)&& (GetLevelByClass(CLASS_TYPE_CLERIC, oPC)==0)&& (GetLevelByClass(CLASS_TYPE_DRUID, oPC)==0)&& (GetLevelByClass(CLASS_TYPE_SORCERER, oPC)==0)&& (GetLevelByClass(CLASS_TYPE_WIZARD, oPC)==0)&& (GetLevelByClass(CLASS_TYPE_PALEMASTER, oPC)==0)&& (GetLevelByClass(CLASS_TYPE_DRAGONDISCIPLE, oPC)==0)) */ { SendMessageToPC(oPC, "You are not a practitioner of the magical arts, you cannot pass."); oTarget = GetWaypointByTag("FL_Mage_NotAllow"); 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()); AssignCommand(oPC, ActionJumpToLocation(lTarget)); eEffect = EffectVisualEffect(VFX_IMP_LIGHTNING_M); ApplyEffectToObject(DURATION_TYPE_INSTANT, eEffect, oPC); } else { } }