void main() { object PC = GetFirstPC(); while(GetIsPC(PC)==TRUE) { int SN = GetLocalInt(PC,"bootlist"); if(SN==9000){ object oPC = GetLastSpeaker(); AssignCommand(oPC,PlaySound("as_sw_x2gong2")); object oTrigger=OBJECT_SELF; object oNest = GetWaypointByTag("WP_NEST6"); object clone = GetLocalObject(oPC, "Clone"); // int bReady=!GetLocalInt(oTrigger, "Used"); location lSpawn=GetLocation(oNest); // if (bReady && GetIsPC(oPC)) if (GetIsObjectValid(clone) == FALSE && GetIsPC(oPC)) { object oClone = CopyObject(PC, lSpawn, OBJECT_INVALID, "Clone"); ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_PWKILL), GetLocation(oNest)); ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_SOUND_BURST_SILENT), GetLocation(oNest)); SetBaseAttackBonus(6,oClone); //This prevents a PC from accidentally triggering an army of clones //by making the trigger inactive for 30 seconds after use. // SetLocalInt(oTrigger, "Used", TRUE); // DelayCommand(30.0, SetLocalInt(oTrigger, "Used", FALSE)); SetLocalObject(PC, "Clone", oClone); //This sets the clone to Hostile ChangeToStandardFaction(oClone, STANDARD_FACTION_HOSTILE); //Have the clone leave a corpse that's not lootable. //We don't want all the player's gear coming into play either. AssignCommand(oClone, SetIsDestroyable(FALSE, FALSE)); int nGold = GetGold(oClone); int nHP = GetMaxHitPoints(oClone); //This makes sure the clone doesn't drop a ton of gold, //otherwise he'd have as much as the PC he copied TakeGoldFromCreature(nGold, oClone, TRUE); //Don't want an injured clone from an injured player, so heal him too. DelayCommand(3.0,ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectHeal(nHP), oClone)); DelayCommand(3.0,ApplyEffectToObject(DURATION_TYPE_PERMANENT, EffectTemporaryHitpoints(9999), oClone)); DelayCommand(3.0,ApplyEffectToObject(DURATION_TYPE_PERMANENT, EffectConcealment(99,MISS_CHANCE_TYPE_VS_MELEE), oClone)); DelayCommand(3.0,AssignCommand(oClone,SpeakString("You will Die Fucker!!!",TALKVOLUME_TALK))); DelayCommand(2.0,AssignCommand(oClone, ActionPlayAnimation(ANIMATION_FIREFORGET_BOW))); DelayCommand(2.5,AssignCommand(oClone,ActionEquipMostDamagingMelee(oPC,FALSE))); DelayCommand(2.6,AssignCommand(oClone,ActionEquipMostDamagingMelee(oPC,TRUE))); // Attack player straight away DelayCommand (3.0,AssignCommand(oClone, ActionAttack(oPC))); //This is the all important combat hb script. ExecuteScript("clone_hb", oClone); } } PC = GetNextPC(); } }