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

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void main()
{
object oTarget;
// Get the creature who triggered this event.
object oPC = GetEnteringObject();
// Only fire for (real) PCs.
if ( !GetIsPC(oPC) || GetIsDMPossessed(oPC) )
return;
// Only fire once.
if ( GetLocalInt(GetModule(), "DO_ONCE__" + GetTag(OBJECT_SELF)) )
return;
SetLocalInt(GetModule(), "DO_ONCE__" + GetTag(OBJECT_SELF), TRUE);
// Have the PC perform a sequence of actions.
AssignCommand(oPC, ClearAllActions());
// Have text appear over the PC's head.
DelayCommand(1.0, FloatingTextStringOnCreature("After days of hard travel through the Sinking Lands, you have reached the Tower of Angarngi.", oPC));
// Have text appear over the PC's head.
DelayCommand(3.0, FloatingTextStringOnCreature("Exhausted, you look south for somewhere you can rest.", oPC));
// Have the PC turn to face "pooitent".
oTarget = GetNearestObjectByTag("PoloiTraders_sgn", oPC);
DelayCommand(3.5, AssignCommand(oPC, SetFacingPoint(GetPosition(oTarget))));
// Have the PC perform a sequence of actions.
AssignCommand(oPC, ActionWait(3.6));
// Have the PC perform a sequence of actions.
AssignCommand(oPC, ActionPlayAnimation(ANIMATION_LOOPING_LOOK_FAR, 1.0, 6.0));
// Have text appear over the PC's head.
DelayCommand(7.0, FloatingTextStringOnCreature("In a clearing to the south sits a large tent.", oPC));
DelayCommand(11.0, DestroyObject(OBJECT_SELF));
}