void main() { { object oObject = GetFirstObjectInArea(); int nPCinArea=FALSE; location lLoc; object oItem; object oPC = GetExitingObject(); //get rid of all keys if (GetIsPC(oPC)) { object oKey = GetFirstItemInInventory(oPC); while (oKey != OBJECT_INVALID) { if ((GetTag(oKey) == "nk_fp_keybronze") || (GetTag(oKey) == "nk_fp_keysilver") || (GetTag(oKey) == "nk_fp_keygold")) { DestroyObject(oKey); SendMessageToPC(oPC, "Upon leaving the area, the " + GetName(oKey) + " crumbles to dust."); } oKey = GetNextItemInInventory(oPC); } } // first of all, check every object in the area and see if it is a PC. while (GetIsObjectValid(oObject)) { if (GetIsPC(oObject)) { nPCinArea = TRUE; } oObject=GetNextObjectInArea(); } // if not, then run the next bit of the script if (nPCinArea != TRUE) { oObject = GetFirstObjectInArea(); while (GetIsObjectValid(oObject) == TRUE) { //if (GetIsEncounterCreature(oObject)&&!GetPlotFlag(oObject)) // { // DestroyObject(oObject); // } // if (GetObjectType(oObject)==OBJECT_TYPE_TRIGGER) // { // SetEncounterActive(TRUE,oObject); // } if ((GetTag(oObject) == "BodyBag") || (GetTag(oObject) == "nk_fp_balor")) { oItem = GetFirstItemInInventory(oObject); while (GetIsObjectValid(oItem) == TRUE) { DestroyObject(oItem); oItem=GetNextItemInInventory(oObject); } SetPlotFlag(oObject,FALSE); DestroyObject(oObject); } oObject=GetNextObjectInArea(); } } } }