void main() { //Uncomment below if you want randomly generated treasure location llocation = GetLocation(OBJECT_SELF); ActionCastFakeSpellAtObject(SPELL_GEDLEES_ELECTRIC_LOOP, OBJECT_SELF, 0); ActionCastFakeSpellAtObject(SPELL_SOUND_BURST, OBJECT_SELF, 0); CreateObject(OBJECT_TYPE_CREATURE, "RedHandGuardian", GetLocation(GetNearestObjectByTag("Iron1"))); CreateObject(OBJECT_TYPE_CREATURE, "RedHandGuardian", GetLocation(GetNearestObjectByTag("Iron2"))); ActionWait(3.0); CreateObject(OBJECT_TYPE_CREATURE, "RedHandGuardian", GetLocation(GetNearestObjectByTag("Iron3"))); ActionWait(1.5); CreateObject(OBJECT_TYPE_CREATURE, "RedHandGuardian", GetLocation(GetNearestObjectByTag("Iron4"))); ActionWait(1.0); CreateObject(OBJECT_TYPE_CREATURE, "RedHandGuardian", GetLocation(GetNearestObjectByTag("Iron5"))); CreateObject(OBJECT_TYPE_CREATURE, "RedHandGuardian", GetLocation(GetNearestObjectByTag("Iron6"))); CreateObject(OBJECT_TYPE_CREATURE, "ThentilianGuard", GetLocation(GetNearestObjectByTag("Then1"))); CreateObject(OBJECT_TYPE_CREATURE, "ThentilianGuard", GetLocation(GetNearestObjectByTag("Then2"))); DestroyObject(OBJECT_SELF, 3.0); }