// em_unsummon // Unsummon's the bindling, stores their information and prepares the way for the next summon void main() { object oPlayer = GetMaster(OBJECT_SELF); location lSelf = GetLocation(OBJECT_SELF); int iDamageLeft = GetMaxHitPoints(OBJECT_SELF) - GetCurrentHitPoints(OBJECT_SELF); object oMyStone = GetLocalObject(OBJECT_SELF, "loMyStone"); SendMessageToPC(oPlayer, "Unsummoning creature..."); SetLocalInt(oMyStone, "liDamage", iDamageLeft); DestroyObject(OBJECT_SELF); ApplyEffectAtLocation(DURATION_TYPE_TEMPORARY, EffectVisualEffect(VFX_IMP_UNSUMMON), lSelf, 3.0); }