#include "prc_class_const" void main() { object oPC = GetEnteringObject(); object oWay = GetObjectByTag("home"); int nClass; effect eVis = EffectVisualEffect(VFX_FNF_SUMMON_EPIC_UNDEAD); nClass = GetLevelByClass(CLASS_TYPE_BARD, oPC) +GetLevelByClass(CLASS_TYPE_SUBLIME_CHORD, oPC) +GetLevelByClass(CLASS_TYPE_SORCERER, oPC) +GetLevelByClass(CLASS_TYPE_WIZARD, oPC) +GetLevelByClass(CLASS_TYPE_BEGUILER, oPC) +GetLevelByClass(CLASS_TYPE_DREAD_NECROMANCER, oPC) +GetLevelByClass(CLASS_TYPE_DUSKBLADE, oPC) +GetLevelByClass(CLASS_TYPE_HEXBLADE, oPC) +GetLevelByClass(CLASS_TYPE_WARMAGE, oPC) +GetLevelByClass(CLASS_TYPE_SHADOWCASTER, oPC) +GetLevelByClass(CLASS_TYPE_WARLOCK, oPC) +GetLevelByClass(CLASS_TYPE_DRAGONFIRE_ADEPT, oPC); if(!GetIsPC(oPC))return; if(GetIsDM(oPC)) return; if(nClass >= 5) { DelayCommand(1.3, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oPC, 0.0f)); } else { AssignCommand(oPC, ClearAllActions()); DelayCommand(0.1, AssignCommand(oPC, ActionJumpToObject(oWay))); } }