37 lines
1.2 KiB
Plaintext
37 lines
1.2 KiB
Plaintext
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//Put this OnClick or OnFailToOpen
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void main()
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{
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object oPC = GetClickingObject();
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if (!GetIsPC(oPC)) return;
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object oItem;
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oItem = GetItemPossessedBy(oPC, "TheNexusStone");
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if (GetIsObjectValid(oItem))
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{
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DestroyObject(oItem);
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object oTarget;
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location lTarget;
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oTarget = GetWaypointByTag("ras_nexus_recieve001");
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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)
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return;
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AssignCommand(oPC, ClearAllActions());
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DelayCommand(3.0, AssignCommand(oPC, ActionJumpToLocation(lTarget)));
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oTarget = oPC;
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//Visual effects can't be applied to waypoints, so if it is a WP
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//apply to the WP's location instead
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int nInt;
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nInt = GetObjectType(oTarget);
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if (nInt != OBJECT_TYPE_WAYPOINT)
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ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_UNSUMMON), oTarget);
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else
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ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_UNSUMMON), GetLocation(oTarget));
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}
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}
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