55 lines
1.4 KiB
Plaintext
55 lines
1.4 KiB
Plaintext
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//Created by Guile 01/14/07
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//Put this on action taken in the conversation editor
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void main()
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{
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object oPC = GetPCSpeaker();
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object oTarget;
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oTarget = oPC;
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//Visual effects can't be applied to waypoints, so if it is a WP
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//the VFX will be applied to the WP's location instead
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int nInt;
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nInt = GetObjectType(oTarget);
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if (nInt != OBJECT_TYPE_WAYPOINT) ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_UNSUMMON), oTarget);
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else ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_UNSUMMON), GetLocation(oTarget));
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location lTarget;
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oTarget = GetWaypointByTag("planesway1");
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lTarget = GetLocation(oTarget);
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//only do the jump if the location is valid.
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//though not flawless, we just check if it is in a valid area.
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//the script will stop if the location isn't valid - meaning that
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//nothing put after the teleport will fire either.
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//the current location won't be stored, either
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if (GetAreaFromLocation(lTarget)==OBJECT_INVALID) return;
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oTarget=GetFirstFactionMember(oPC, FALSE);
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while (GetIsObjectValid(oTarget))
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{
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AssignCommand(oTarget, ClearAllActions());
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AssignCommand(oTarget, ActionJumpToLocation(lTarget));
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oTarget=GetNextFactionMember(oPC, FALSE);
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}
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oTarget = oPC;
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effect eEffect;
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eEffect = EffectAttackIncrease(12);
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eEffect = SupernaturalEffect(eEffect);
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DelayCommand(50.0, ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eEffect, oTarget, 9000.0f));
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}
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