void main() { object oPC = GetLastUsedBy(); if (!GetIsPC(oPC)) return; object oTarget; oTarget = GetObjectByTag("orb"); //Visual effects can't be applied to waypoints, so if it is a WP //apply to the WP's location instead int nInt; nInt = GetObjectType(oTarget); if (nInt != OBJECT_TYPE_WAYPOINT) ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_SCREEN_SHAKE), oTarget); else ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_SCREEN_SHAKE), GetLocation(oTarget)); oTarget = GetObjectByTag("orb"); //Visual effects can't be applied to waypoints, so if it is a WP //apply to the WP's location instead nInt = GetObjectType(oTarget); if (nInt != OBJECT_TYPE_WAYPOINT) ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_SUMMON_MONSTER_3), oTarget); else ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_SPELL_MANTLE_USE), GetLocation(oTarget)); oTarget = GetObjectByTag("orb"); //Visual effects can't be applied to waypoints, so if it is a WP //apply to the WP's location instead nInt = GetObjectType(oTarget); if (nInt != OBJECT_TYPE_WAYPOINT) ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_DESTRUCTION), oTarget); else ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_DESTRUCTION), GetLocation(oTarget)); oTarget = GetObjectByTag("orb"); //Visual effects can't be applied to waypoints, so if it is a WP //apply to the WP's location instead nInt = GetObjectType(oTarget); if (nInt != OBJECT_TYPE_WAYPOINT) ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_STORM), oTarget); else ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_SCREEN_SHAKE), GetLocation(oTarget)); string sDeny; if (!GetIsPC(oPC)) return; if (GetItemPossessedBy(oPC, "PH_KEY_DEADHEART")== OBJECT_INVALID) { sDeny="A booming voice resonates thru your head, Begone!"; SendMessageToPC(oPC, sDeny); return; } location lTarget; oTarget = GetWaypointByTag("DST_FromMorgue"); 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()); DelayCommand(3.0, 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 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)); }