void main() { { object oObject = GetFirstObjectInArea(); int nPCinArea=FALSE; location lLoc; object oItem; // 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) { // create the coffin if it's not there if (!GetIsObjectValid(GetObjectByTag("ah_evil_coffin"))) { lLoc=GetLocation(GetObjectByTag("ah_coffin_wp")); CreateObject(OBJECT_TYPE_PLACEABLE,"ah_evil_coffin",lLoc); } oObject = GetFirstObjectInArea(); while (GetIsObjectValid(oObject) == TRUE) { if (GetTag(oObject) == "ah_crypt_portal") { SetPlotFlag(oObject,FALSE); DestroyObject(oObject); } if (GetTag(oObject) == "ah_evil_bodak") { SetPlotFlag(oObject,FALSE); DestroyObject(oObject); } if (GetResRef(oObject)=="jw_mobstransf_tr") { SignalEvent(oObject,EventUserDefined(50)); } if (GetLocalInt(oObject,"jw_hidden_int")==TRUE) { SetPlotFlag(oObject,0); DestroyObject(oObject); } if (GetTag(oObject) == "Body Bag") { oItem = GetFirstItemInInventory(oObject); while (GetIsObjectValid(oItem) == TRUE) { DestroyObject(oItem); oItem=GetNextItemInInventory(oObject); } SetPlotFlag(oObject,FALSE); DestroyObject(oObject); } oObject=GetNextObjectInArea(); } } } }