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2024-06-14 10:48:20 -04:00
//Put this OnClick or OnFailToOpen
void main()
{
object oPC = GetClickingObject();
if (!GetIsPC(oPC)) return;
object oItem;
oItem = GetItemPossessedBy(oPC, "TheNexusStone");
if (GetIsObjectValid(oItem))
{
DestroyObject(oItem);
object oTarget;
location lTarget;
oTarget = GetWaypointByTag("ras_nexus_recieve001");
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
//apply to the WP's location instead
int nInt;
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));
}
}