#include "nw_i0_plot" //Goes OnPlayerRespawn of the module properties void main() { object oPC = GetLastRespawnButtonPresser(); object oTarget; location lTarget; oTarget = GetWaypointByTag("townport"); lTarget = GetLocation(oTarget); if (!GetIsPC(oPC)) return; ApplyEffectToObject(DURATION_TYPE_INSTANT,EffectResurrection(),oPC); ApplyEffectToObject(DURATION_TYPE_INSTANT,EffectHeal(GetMaxHitPoints(oPC)), oPC); RemoveEffects(oPC); //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(0.1, AssignCommand(oPC, ActionJumpToLocation(lTarget))); //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_IMP_UNSUMMON), oPC); else ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_UNSUMMON), GetLocation(oPC)); }