/* Script generated by Lilac Soul's NWN Script Generator, v. 1.6 For download info, please visit: http://www.lilacsoul.revility.com */ //Put this on action taken in the conversation editor void main() { object oPC = GetPCSpeaker(); object oTarget; object oTarget1; object oTarget2; object oTarget3; object oTarget4; object oTarget5; object oTarget6; object oTarget7; object oTarget8; location lTarget; location lTarget1; location lTarget2; location lTarget3; location lTarget4; location lTarget5; location lTarget6; location lTarget7; location lTarget8; oTarget = GetWaypointByTag("RouldChamber"); 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 = oPC; //Visual effects can't be applied to waypoints, so if it is a WP //apply to the WP's location instead int nInt; int nInt1; int nInt2; int nInt3; int nInt4; int nInt5; int nInt6; int nInt7; int nInt8; 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)); object oSpawn; object oSpawn1; object oSpawn2; object oSpawn3; object oSpawn4; object oSpawn5; object oSpawn6; object oSpawn7; object oSpawn8; oTarget1 = GetWaypointByTag("galoyalist1"); oTarget2 = GetWaypointByTag("galoyalist2"); oTarget3 = GetWaypointByTag("galoyalist3"); oTarget4 = GetWaypointByTag("galoyalist4"); oTarget5 = GetWaypointByTag("galoyalist5"); oTarget6 = GetWaypointByTag("galoyalist6"); oTarget7 = GetWaypointByTag("galoyalist7"); oTarget8 = GetWaypointByTag("galoyalist8"); lTarget1 = GetLocation(oTarget1); lTarget2 = GetLocation(oTarget2); lTarget3 = GetLocation(oTarget3); lTarget4 = GetLocation(oTarget4); lTarget5 = GetLocation(oTarget5); lTarget6 = GetLocation(oTarget6); lTarget7 = GetLocation(oTarget7); lTarget8 = GetLocation(oTarget8); oSpawn1 = CreateObject(OBJECT_TYPE_CREATURE, "gageneral", lTarget1); oSpawn2 = CreateObject(OBJECT_TYPE_CREATURE, "galoyalista", lTarget2); oSpawn3 = CreateObject(OBJECT_TYPE_CREATURE, "galoyalist", lTarget3); oSpawn4 = CreateObject(OBJECT_TYPE_CREATURE, "galoyalist", lTarget4); oSpawn5 = CreateObject(OBJECT_TYPE_CREATURE, "galoyalist", lTarget5); oSpawn6 = CreateObject(OBJECT_TYPE_CREATURE, "galoyalist", lTarget6); oSpawn7 = CreateObject(OBJECT_TYPE_CREATURE, "galoyalist", lTarget7); oSpawn8 = CreateObject(OBJECT_TYPE_CREATURE, "galoyalist", lTarget8); oTarget1 = oSpawn1; oTarget2 = oSpawn2; oTarget3 = oSpawn3; oTarget4 = oSpawn4; oTarget5 = oSpawn5; oTarget6 = oSpawn6; oTarget7 = oSpawn7; oTarget8 = oSpawn8; //Visual effects can't be applied to waypoints, so if it is a WP //apply to the WP's location instead nInt1 = GetObjectType(oTarget1); nInt2 = GetObjectType(oTarget2); nInt3 = GetObjectType(oTarget3); nInt4 = GetObjectType(oTarget4); nInt5 = GetObjectType(oTarget5); nInt6 = GetObjectType(oTarget6); nInt7 = GetObjectType(oTarget7); nInt8 = GetObjectType(oTarget8); if (nInt1 != OBJECT_TYPE_WAYPOINT) DelayCommand(0.5, ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_SUMMON_GATE), oTarget1)); else DelayCommand(0.5, ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_SUMMON_GATE), GetLocation(oTarget1))); if (nInt2 != OBJECT_TYPE_WAYPOINT) DelayCommand(0.5, ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_SUMMON_GATE), oTarget2)); else DelayCommand(0.5, ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_SUMMON_GATE), GetLocation(oTarget2))); if (nInt3 != OBJECT_TYPE_WAYPOINT) DelayCommand(0.5, ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_SUMMON_GATE), oTarget3)); else DelayCommand(0.5, ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_SUMMON_GATE), GetLocation(oTarget3))); if (nInt4 != OBJECT_TYPE_WAYPOINT) DelayCommand(0.5, ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_SUMMON_GATE), oTarget4)); else DelayCommand(0.5, ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_SUMMON_GATE), GetLocation(oTarget4))); if (nInt5 != OBJECT_TYPE_WAYPOINT) DelayCommand(0.5, ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_SUMMON_GATE), oTarget5)); else DelayCommand(0.5, ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_SUMMON_GATE), GetLocation(oTarget5))); if (nInt6 != OBJECT_TYPE_WAYPOINT) DelayCommand(0.5, ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_SUMMON_GATE), oTarget6)); else DelayCommand(0.5, ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_SUMMON_GATE), GetLocation(oTarget6))); if (nInt7 != OBJECT_TYPE_WAYPOINT) DelayCommand(0.5, ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_SUMMON_GATE), oTarget7)); else DelayCommand(0.5, ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_SUMMON_GATE), GetLocation(oTarget7))); if (nInt8 != OBJECT_TYPE_WAYPOINT) DelayCommand(0.5, ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_SUMMON_GATE), oTarget8)); else DelayCommand(0.5, ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_SUMMON_GATE), GetLocation(oTarget8))); object oObjectD = GetObjectByTag("GAGENDOOR"); AssignCommand(oObjectD, PlaySound("as_cv_shopmetal2")); AssignCommand(oObjectD, PlaySound("as_hr_x2chnratl1")); SetLocked (oObjectD, FALSE); ActionOpenDoor(oObjectD); ExecuteScript("killself",OBJECT_SELF); }