#include "nw_i0_generic" #include "nw_i0_2q4luskan" #include "x0_i0_partywide" void main() { object oTarget; object oActor; object oHench; int nHench; object oPC = GetPCSpeaker(); // Give 10 experience (to party) to the PC. GiveXPToAll(oPC, 10); object oPathellgx = GetObjectByTag("Pathellgx"); ChangeToStandardFaction(oPathellgx, STANDARD_FACTION_HOSTILE); ActionAttack(oPC); oTarget = GetObjectByTag("Pathellgx"); SetIsTemporaryEnemy(oPC, oTarget); AssignCommand(oTarget, ActionAttack(oPC)); AssignCommand(oTarget, DetermineCombatRound(oPC)); // object osnkcltst1 = GetObjectByTag("snkcltst1"); ChangeToStandardFaction(osnkcltst1, STANDARD_FACTION_HOSTILE); ActionAttack(oPC); oTarget = GetObjectByTag("snkcltst1"); SetIsTemporaryEnemy(oPC, oTarget); AssignCommand(oTarget, ActionAttack(oPC)); AssignCommand(oTarget, DetermineCombatRound(oPC)); object osnkcltst2 = GetObjectByTag("snkcltst2"); ChangeToStandardFaction(osnkcltst2, STANDARD_FACTION_HOSTILE); ActionAttack(oPC); oTarget = GetObjectByTag("snkcltst2"); SetIsTemporaryEnemy(oPC, oTarget); AssignCommand(oTarget, ActionAttack(oPC)); AssignCommand(oTarget, DetermineCombatRound(oPC)); object osnkcltst3 = GetObjectByTag("snkcltst3"); ChangeToStandardFaction(osnkcltst3, STANDARD_FACTION_HOSTILE); ActionAttack(oPC); oTarget = GetObjectByTag("snkcltst3"); SetIsTemporaryEnemy(oPC, oTarget); AssignCommand(oTarget, ActionAttack(oPC)); AssignCommand(oTarget, DetermineCombatRound(oPC)); object osnkcltst4 = GetObjectByTag("snkcltst4"); ChangeToStandardFaction(osnkcltst4, STANDARD_FACTION_HOSTILE); ActionAttack(oPC); oTarget = GetObjectByTag("snkcltst4"); SetIsTemporaryEnemy(oPC, oTarget); AssignCommand(oTarget, ActionAttack(oPC)); AssignCommand(oTarget, DetermineCombatRound(oPC)); object osnkcltst5 = GetObjectByTag("snkcltst5"); ChangeToStandardFaction(osnkcltst5, STANDARD_FACTION_HOSTILE); ActionAttack(oPC); oTarget = GetObjectByTag("snkcltst5"); SetIsTemporaryEnemy(oPC, oTarget); AssignCommand(oTarget, ActionAttack(oPC)); AssignCommand(oTarget, DetermineCombatRound(oPC)); object osnkcltst6 = GetObjectByTag("snkcltst6"); ChangeToStandardFaction(osnkcltst6, STANDARD_FACTION_HOSTILE); ActionAttack(oPC); oTarget = GetObjectByTag("snkcltst6"); SetIsTemporaryEnemy(oPC, oTarget); AssignCommand(oTarget, ActionAttack(oPC)); AssignCommand(oTarget, DetermineCombatRound(oPC)); object osnkcltst7 = GetObjectByTag("snkcltst7"); ChangeToStandardFaction(osnkcltst7, STANDARD_FACTION_HOSTILE); ActionAttack(oPC); oTarget = GetObjectByTag("snkcltst7"); SetIsTemporaryEnemy(oPC, oTarget); AssignCommand(oTarget, ActionAttack(oPC)); AssignCommand(oTarget, DetermineCombatRound(oPC)); object osnkcltst8 = GetObjectByTag("snkcltst8"); ChangeToStandardFaction(osnkcltst8, STANDARD_FACTION_HOSTILE); ActionAttack(oPC); oTarget = GetObjectByTag("snkcltst8"); SetIsTemporaryEnemy(oPC, oTarget); AssignCommand(oTarget, ActionAttack(oPC)); AssignCommand(oTarget, DetermineCombatRound(oPC)); FadeToBlack(oPC); // Have the PC release its henchman. nHench = 1; oHench = GetHenchman(oPC, 1); while ( oHench != OBJECT_INVALID ) { if ( GetTag(oHench) == "Belgora" ) RemoveHenchman(oPC, oHench); // Update the loop. oHench = GetHenchman(oPC, ++nHench); } // Have "Belgora" perform a sequence of actions. oActor = GetObjectByTag("Belgora"); AssignCommand(oActor, ActionJumpToObject(GetObjectByTag("WP_Belgora_f"))); // Spawn "belgora2". DelayCommand(1.0, CreateObjectVoid(OBJECT_TYPE_CREATURE, "belgora2", GetLocation(oPC))); DelayCommand(0.5, FadeFromBlack(oPC)); }