#include "nw_i0_generic" void main() { object oSpawn; effect eVFX; // Get the creature who triggered this event. object oPC = GetEnteringObject(); // Only fire for (real) PCs. if ( !GetIsPC(oPC) || GetIsDMPossessed(oPC) ) return; // Abort if the PC does not have the item "ningstone". if ( GetItemPossessedBy(oPC, "ningstone") == OBJECT_INVALID ) return; // Spawn some critters. eVFX = EffectVisualEffect(VFX_IMP_TORNADO); oSpawn = CreateObject(OBJECT_TYPE_CREATURE, "ashkalite001", GetLocation(oPC)); AssignCommand(oSpawn, DetermineCombatRound(oPC)); DelayCommand(0.5, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVFX, oSpawn)); oSpawn = CreateObject(OBJECT_TYPE_CREATURE, "ashkalite001", GetLocation(oPC)); AssignCommand(oSpawn, DetermineCombatRound(oPC)); DelayCommand(0.5, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVFX, oSpawn)); oSpawn = CreateObject(OBJECT_TYPE_CREATURE, "ashkalite001", GetLocation(oPC)); AssignCommand(oSpawn, DetermineCombatRound(oPC)); DelayCommand(0.5, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVFX, oSpawn)); oSpawn = CreateObject(OBJECT_TYPE_CREATURE, "ashkalite001", GetLocation(oPC)); AssignCommand(oSpawn, DetermineCombatRound(oPC)); DelayCommand(0.5, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVFX, oSpawn)); DestroyObject(OBJECT_SELF); }