//Put this OnEnter void main() { object oPC = GetEnteringObject(); if (!GetIsPC(oPC)) return; if (GetItemPossessedBy(oPC, "NumanSignifiedRing")== OBJECT_INVALID) { SendMessageToPC(oPC, "A mysterious ancient power denies you to enter the cave."); } else if (GetItemPossessedBy(oPC, "NumanSignifiedRing")!= OBJECT_INVALID) { object oTarget = GetWaypointByTag("CavetoNumanAreaIn"); location 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 //apply to the WP's location instead int 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)); } }