#include "nw_i0_generic" void main() { object oSpawn; effect eVFX; // Get the PC who is in this conversation. object oPC = GetPCSpeaker(); object oTarget; //Muskatelwlb2 object oMuskatelwlb2 = GetObjectByTag("Muskatelwlb2"); ChangeToStandardFaction(oMuskatelwlb2, STANDARD_FACTION_HOSTILE); // Attack the PC. SetIsTemporaryEnemy(oPC, GetNearestObjectByTag("Muskatelwlb2")); AssignCommand(GetNearestObjectByTag("Muskatelwlb2"), DetermineCombatRound(oPC)); // Spawn some critters. eVFX = EffectVisualEffect(VFX_IMP_POLYMORPH); oSpawn = CreateObject(OBJECT_TYPE_CREATURE, "ratwarrior2", GetLocation(oPC)); AssignCommand(oSpawn, DetermineCombatRound(oPC)); DelayCommand(0.5, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVFX, oSpawn)); oSpawn = CreateObject(OBJECT_TYPE_CREATURE, "ratwarrior2", GetLocation(oPC)); AssignCommand(oSpawn, DetermineCombatRound(oPC)); DelayCommand(0.5, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVFX, oSpawn)); oSpawn = CreateObject(OBJECT_TYPE_CREATURE, "ratwarrior2", GetLocation(oPC)); AssignCommand(oSpawn, DetermineCombatRound(oPC)); DelayCommand(0.5, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVFX, oSpawn)); oSpawn = CreateObject(OBJECT_TYPE_CREATURE, "ratwarrior2", GetLocation(oPC)); AssignCommand(oSpawn, DetermineCombatRound(oPC)); DelayCommand(0.5, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVFX, oSpawn)); oSpawn = CreateObject(OBJECT_TYPE_CREATURE, "ratwarrior2", GetLocation(oPC)); AssignCommand(oSpawn, DetermineCombatRound(oPC)); DelayCommand(0.5, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVFX, oSpawn)); oSpawn = CreateObject(OBJECT_TYPE_CREATURE, "ratwarrior2", GetLocation(oPC)); AssignCommand(oSpawn, DetermineCombatRound(oPC)); DelayCommand(0.5, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVFX, oSpawn)); oSpawn = CreateObject(OBJECT_TYPE_CREATURE, "ratwlb2", GetLocation(oPC)); AssignCommand(oSpawn, DetermineCombatRound(oPC)); DelayCommand(0.5, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVFX, oSpawn)); oSpawn = CreateObject(OBJECT_TYPE_CREATURE, "ratwlb2", GetLocation(oPC)); AssignCommand(oSpawn, DetermineCombatRound(oPC)); DelayCommand(0.5, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVFX, oSpawn)); oSpawn = CreateObject(OBJECT_TYPE_CREATURE, "ratwlb2", GetLocation(oPC)); AssignCommand(oSpawn, DetermineCombatRound(oPC)); DelayCommand(0.5, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVFX, oSpawn)); oSpawn = CreateObject(OBJECT_TYPE_CREATURE, "ratwlb2", GetLocation(oPC)); AssignCommand(oSpawn, DetermineCombatRound(oPC)); DelayCommand(0.5, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVFX, oSpawn)); }