#include "x0_i0_partywide" void ClearAndJumpToObject(object oDestination); void ClearAndJumpToObject(object oDestination) { ClearAllActions(); JumpToObject(oDestination); } void main() { int nHench; object oHench; object oTarget; effect eVFX; // Get the PC who is in this conversation. object oPC = GetPCSpeaker(); // Give 5 experience (to party) to the PC. GiveXPToAll(oPC, 5); // Have the PC perform a sequence of actions. AssignCommand(oPC, ActionPlayAnimation(ANIMATION_FIREFORGET_DRINK)); // Apply a visual effect. eVFX = EffectVisualEffect(VFX_IMP_PULSE_WATER); ApplyEffectToObject(DURATION_TYPE_INSTANT, eVFX, oPC); // Find the location to which to teleport. oTarget = GetWaypointByTag("WP_temple2"); // Teleport the PC. DelayCommand(3.0, AssignCommand(oPC, ClearAndJumpToObject(oTarget))); // Also teleport associates. oHench = GetAssociate(ASSOCIATE_TYPE_ANIMALCOMPANION, oPC); DelayCommand(3.0, AssignCommand(oHench, ClearAndJumpToObject(oTarget))); oHench = GetAssociate(ASSOCIATE_TYPE_DOMINATED, oPC); DelayCommand(3.0, AssignCommand(oHench, ClearAndJumpToObject(oTarget))); oHench = GetAssociate(ASSOCIATE_TYPE_FAMILIAR, oPC); DelayCommand(3.0, AssignCommand(oHench, ClearAndJumpToObject(oTarget))); oHench = GetAssociate(ASSOCIATE_TYPE_SUMMONED, oPC); DelayCommand(3.0, AssignCommand(oHench, ClearAndJumpToObject(oTarget))); // Support for multiple henchmen (includes horses). nHench = 1; oHench = GetHenchman(oPC, 1); while ( oHench != OBJECT_INVALID ) { DelayCommand(3.0, AssignCommand(oHench, ClearAndJumpToObject(oTarget))); // Next henchman. oHench = GetHenchman(oPC, ++nHench); } // Destroy an object (not fully effective until this script ends). DestroyObject(GetObjectByTag("ptnwtrfnl")); }