#include "x0_i0_partywide" #include "nw_i0_generic" void main() { object oTarget; effect eVFX; // Get the PC who is in this conversation. object oPC = GetPCSpeaker(); // Give 5 experience (to party) to the PC. GiveXPToAll(oPC, 5); // Update the party's journals. AddJournalQuestEntry("Hresstan's Comrades", 7, oPC); // Have "StrangeOldMa2" say something. AssignCommand(GetObjectByTag("StrangeOldMa2"), SpeakString("If you survive, search out Wensbane, as he was your closest friend and ally.")); // object oUPF2a = GetObjectByTag("UPF2a"); ChangeToStandardFaction(oUPF2a, STANDARD_FACTION_HOSTILE); ActionAttack(oPC); oTarget = GetObjectByTag("UPF2a"); SetIsTemporaryEnemy(oPC, oTarget); AssignCommand(oTarget, ActionAttack(oPC)); AssignCommand(oTarget, DetermineCombatRound(oPC)); // object oUPF2b = GetObjectByTag("UPF2b"); ChangeToStandardFaction(oUPF2b, STANDARD_FACTION_HOSTILE); ActionAttack(oPC); oTarget = GetObjectByTag("UPF2b"); SetIsTemporaryEnemy(oPC, oTarget); AssignCommand(oTarget, ActionAttack(oPC)); AssignCommand(oTarget, DetermineCombatRound(oPC)); // object oUPF2c = GetObjectByTag("UPF2c"); ChangeToStandardFaction(oUPF2c, STANDARD_FACTION_HOSTILE); ActionAttack(oPC); oTarget = GetObjectByTag("UPF2c"); SetIsTemporaryEnemy(oPC, oTarget); AssignCommand(oTarget, ActionAttack(oPC)); AssignCommand(oTarget, DetermineCombatRound(oPC)); // Destroy an object (not fully effective until this script ends). eVFX = EffectVisualEffect(VFX_FNF_SUMMON_MONSTER_2); oTarget = GetObjectByTag("StrangeOldMa2"); DelayCommand(0.5, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVFX, oTarget)); DelayCommand(0.5, DestroyObject(oTarget, 3.0)); }