Lankhmar_PRC8/_module/nss/cnv_tp_crbthse1.nss

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2025-04-03 12:54:47 -04:00
#include "x0_i0_partywide"
void main()
{
int nHench;
object oHench;
object oTarget;
// Get the PC who is in this conversation.
object oPC = GetPCSpeaker();
// Cutscene functions:
BlackScreen(oPC);
// Find the location to which to teleport.
oTarget = GetWaypointByTag("WP_Chs_1");
// Teleport the PC.
AssignCommand(oPC, ClearAllActions());
AssignCommand(oPC, JumpToObject(oTarget));
// Also teleport associates.
oHench = GetAssociate(ASSOCIATE_TYPE_ANIMALCOMPANION, oPC);
AssignCommand(oHench, ClearAllActions());
AssignCommand(oHench, JumpToObject(oTarget));
oHench = GetAssociate(ASSOCIATE_TYPE_DOMINATED, oPC);
AssignCommand(oHench, ClearAllActions());
AssignCommand(oHench, JumpToObject(oTarget));
oHench = GetAssociate(ASSOCIATE_TYPE_FAMILIAR, oPC);
AssignCommand(oHench, ClearAllActions());
AssignCommand(oHench, JumpToObject(oTarget));
oHench = GetAssociate(ASSOCIATE_TYPE_SUMMONED, oPC);
AssignCommand(oHench, ClearAllActions());
AssignCommand(oHench, JumpToObject(oTarget));
// Support for multiple henchmen (includes horses).
nHench = 1;
oHench = GetHenchman(oPC, 1);
while ( oHench != OBJECT_INVALID )
{
AssignCommand(oHench, ClearAllActions());
AssignCommand(oHench, JumpToObject(oTarget));
// Next henchman.
oHench = GetHenchman(oPC, ++nHench);
}
// Cutscene functions:
FadeFromBlack(oPC);
// Give 5 experience (to party) to the PC.
GiveXPToAll(oPC, 5);
// Have us say something.
SpeakString("You made it!");
}