Lankhmar_PRC8/_module/nss/cnv_tp_mshgte2.nss
Jaysyn904 ebc0c6a9b2 Initial commit
Initial commit [v9.7]
2025-04-03 12:54:47 -04:00

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// (Useful when this needs to be delayed.)
void ClearAndJumpToObject(object oDestination);
void ClearAndJumpToObject(object oDestination)
{
ClearAllActions();
JumpToObject(oDestination);
}
void main()
{
object oItem;
int nCount;
int nHench;
object oHench;
object oTarget;
// Get the PC who is in this conversation.
object oPC = GetPCSpeaker();
// Find the location to which to teleport.
oTarget = GetWaypointByTag("WP_LankhToSL");
// Teleport the PC.
DelayCommand(2.0, AssignCommand(oPC, ClearAndJumpToObject(oTarget)));
// Also teleport associates.
oHench = GetAssociate(ASSOCIATE_TYPE_ANIMALCOMPANION, oPC);
DelayCommand(2.0, AssignCommand(oHench, ClearAndJumpToObject(oTarget)));
oHench = GetAssociate(ASSOCIATE_TYPE_DOMINATED, oPC);
DelayCommand(2.0, AssignCommand(oHench, ClearAndJumpToObject(oTarget)));
oHench = GetAssociate(ASSOCIATE_TYPE_FAMILIAR, oPC);
DelayCommand(2.0, AssignCommand(oHench, ClearAndJumpToObject(oTarget)));
oHench = GetAssociate(ASSOCIATE_TYPE_SUMMONED, oPC);
DelayCommand(2.0, AssignCommand(oHench, ClearAndJumpToObject(oTarget)));
// Support for multiple henchmen (includes horses).
nHench = 1;
oHench = GetHenchman(oPC, 1);
while ( oHench != OBJECT_INVALID )
{
DelayCommand(2.0, AssignCommand(oHench, ClearAndJumpToObject(oTarget)));
// Next henchman.
oHench = GetHenchman(oPC, ++nHench);
}
FadeToBlack(oPC);
// Relieve the PC of its equipment.
nCount = NUM_INVENTORY_SLOTS;
while ( nCount-- > 0 )
{
oItem = GetItemInSlot(nCount, oPC);
DestroyObject(oItem);
}
FadeFromBlack(oPC);
}