// rts_it_mag42v void main() { object oPC=GetPCSpeaker(); effect eVFX1=EffectVisualEffect(VFX_FNF_SUMMON_UNDEAD); effect eVFX2=EffectVisualEffect(VFX_IMP_AURA_NEGATIVE_ENERGY); effect eVFX3=EffectVisualEffect(VFX_DUR_TENTACLE); object oMod=GetModule(); object oMe=oPC; int nC; ApplyEffectToObject(DURATION_TYPE_INSTANT,eVFX1,oPC,1.0); DelayCommand(2.0,ApplyEffectToObject(DURATION_TYPE_TEMPORARY,eVFX2,oPC,35.0)); DelayCommand(6.0,ApplyEffectAtLocation(DURATION_TYPE_TEMPORARY,eVFX3,GetLocation(oPC),20.0)); DelayCommand(30.0,ExecuteScript("player_vampire",oPC)); nC=GetLocalInt(oMod,"nEvilPower"); nC=nC+33; SetLocalInt(oMod,"nEvilPower",nC); ExecuteScript("rise_of_evil",oMod); oPC=GetObjectByTag("undeadhunter"); if (oPC==OBJECT_INVALID) { // spawn an undead hunter oMod=GetWaypointByTag("POST_undeadhunter"); if (oMod!=OBJECT_INVALID) oPC=CreateObject(OBJECT_TYPE_CREATURE,"undeadhunter",GetLocation(oMod)); } // spawn an undead hunter SetAILevel(oPC,AI_LEVEL_NORMAL); AdjustReputation(oMe,oPC,-100); // make undead hunters hostile }