WoR_PRC8/_module/nss/tele_playerjump.nss
Jaysyn904 b5e28e52f4 Initial commit
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//::////////////////////////////////////////////////////////////////////////////
//::
//:: Script Name: tele_playerjump
//::
//:: Use: This script is used to "jump" across an area using an explosion
//:: effect. It makes the player look like they have been propelled into the
//:: sky, and then come back down after roughly 4 seconds.
//::
//:: Created By: Birdman076
//::
//:: Created On: July 27, 2009
//::
//:: Note: This script is set up to be used from a conversation. I recommend
//:: using a placeable with a start conversation script in its OnUsed event.
//::
//:: Use the Bioware script "nw_g0_convplac" in the placeable OnUsed event to
//:: get it talking. :)
//::
//:: Description of nw_g0_convplac: "Use this script as the OnUsed event of a
//:: Placeable object that is flagged as Useable, Has NO Inventory, and is NOT
//:: Static."
//::
//::////////////////////////////////////////////////////////////////////////////
void main()
{
object oPC = GetPCSpeaker();
object lLocation = GetWaypointByTag("WP_FIREJUMP_01");
// Create the effect to apply
effect eFly = EffectDisappearAppear(GetLocation (lLocation));
// Create the visual portion of the effect. This is instantly
// applied and not persistant with whether or not we have the
// above effect.
effect eVis = EffectVisualEffect(VFX_FNF_SCREEN_SHAKE);
effect eVis1 = EffectVisualEffect(VFX_FNF_FIREBALL);
// Apply the above visual effects to the target
ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oPC);
ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis1, oPC);
// Apply the "jump" or "fly" effect to the player
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eFly, oPC, 4.0);
// Sends a message to the player after the jump
DelayCommand(6.0, SendMessageToPC(oPC, "You arrive across the blockade without so much as a scratch, this has to be the work of gnomish Tinkers..."));
}