Added NWN Dark Sun module contents

Added NWN Dark Sun module contents.
This commit is contained in:
Jaysyn904
2021-07-12 21:24:46 -04:00
parent 556224a658
commit de24f81734
10609 changed files with 146652 additions and 0 deletions

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//::///////////////////////////////////////////////
//:: FileName ar_dlg_jump2icell
//:://////////////////////////////////////////////
//:://////////////////////////////////////////////
//:: Created By: Script Wizard
//:: Created On: 6/11/2007 8:05:26 PM
//:://///////////////////////////////////////////
//Put this on action taken in the conversation editor
#include "ar_inc_pcspawn"
void main()
{
object oPC = GetPCSpeaker();
object oTarget;
location lTarget;
//set location of start point here
oTarget = GetWaypointByTag(AR_START_WP_ILLITHIDSTART);
lTarget = GetLocation(oTarget);
//only do the jump if the location is valid.
//though not flawless, we just check if it is in a valid area.
//the script will stop if the location isn't valid - meaning that
//nothing put after the teleport will fire either.
//the current location won't be stored, either
if (GetAreaFromLocation(lTarget)==OBJECT_INVALID) return;
AssignCommand(oPC, ClearAllActions());
AdjustReputation(oPC, GetObjectByTag("FACTION_ATHAS_ILLITHID"), 99);
AssignCommand(oPC, ActionJumpToLocation(lTarget));
oTarget = oPC;
//Visual effects can't be applied to waypoints, so if it is a WP
//the VFX will be applied to the WP's location instead
int nInt;
nInt = GetObjectType(oTarget);
if (nInt != OBJECT_TYPE_WAYPOINT) ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_UNSUMMON), oTarget);
else ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_UNSUMMON), GetLocation(oTarget));
}