Time to share: My cute scripts portal :D

I made these cutes scripts for portal :smiley: , andf i want shared with the Comunity
You need made 3 screeps and 2 personalited pleacetables :smiley:
-1 objet with only power self only
-1 pleac table: the original portal
1 pleacetable: the destination portal

  • The script object:* = create an portal with invocate FX :slight_smile:

Blockquote
//abre un portal que te porta al ciudad :slight_smile:
void main()
{
object oPC;

if (GetIsObjectValid(GetItemActivatedTarget())
|| GetIsInCombat(GetItemActivator())
){

SendMessageToPC(GetItemActivator(), “Esto no se usa así…”);
return;}

object oTarget;
object oSpawn;
location lTarget;
oPC = GetItemActivator();

lTarget = GetItemActivatedTargetLocation();

oSpawn = CreateObject(OBJECT_TYPE_PLACEABLE, “portal1”, lTarget);

oTarget = oSpawn;

//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

int nInt;
nInt = GetObjectType(oTarget);

if (nInt != OBJECT_TYPE_WAYPOINT) DelayCommand(0.5, ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_UNSUMMON), oTarget));
else DelayCommand(0.5, ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_UNSUMMON), GetLocation(oTarget)));

}

Blockquote

Blockquote

  1. The portal ( create a twint portal, it self destroy and teleport party ) **On USED

//Crea un portal gemelo , se autodestruye y teleporta party :slight_smile:

//Put this script OnUsed
void main()
{

object oPC = GetLastUsedBy();

if (!GetIsPC(oPC)) return;

object oTarget;
oTarget = OBJECT_SELF;

DestroyObject(oTarget, 0.0);

object oSpawn;
location lTarget;
oTarget = GetWaypointByTag(“wp_portalcity”);

lTarget = GetLocation(oTarget);

oSpawn = CreateObject(OBJECT_TYPE_PLACEABLE, “portal2”, lTarget);

oTarget = GetWaypointByTag(“wp_portalcity1”);

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;

SetLocalLocation(oPC, “ls_stored_loc”, GetLocation(oPC));

oTarget=GetFirstFactionMember(oPC, FALSE);

while (GetIsObjectValid(oTarget))
{
AssignCommand(oTarget, ClearAllActions());

AssignCommand(oTarget, ActionJumpToLocation(lTarget));
oTarget=GetNextFactionMember(oPC, FALSE);
}

}

  1. The destination portal ( destroy itself, teleport party and re-destroy original portal ( for be sure it s destroyed, lool!) * ON USED

//Put this script OnUsed

// regreso
void main()
{

object oPC = GetLastUsedBy();

if (!GetIsPC(oPC)) return;

object oTarget;
oTarget = OBJECT_SELF;

DestroyObject(oTarget, 0.0);

oTarget = GetObjectByTag(“portal1”);

DestroyObject(oTarget, 0.0);

oTarget = OBJECT_SELF;

DestroyObject(oTarget, 0.0);

location lTarget;
lTarget = GetLocalLocation(oPC, “ls_stored_loc”);

//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;

oTarget=GetFirstFactionMember(oPC, FALSE);

while (GetIsObjectValid(oTarget))
{
AssignCommand(oTarget, ClearAllActions());

AssignCommand(oTarget, ActionJumpToLocation(lTarget));
oTarget=GetNextFactionMember(oPC, FALSE);
}

}

I wish you like it