#include "nw_i0_generic"
/*   Script generated by
Lilac Soul's NWN Script Generator, v. 1.2

For download info, please visit:
http://www.angelfire.com/space/lilacsoul    */

//Put this on action taken in the conversation editor
void main()
{

object oPC = GetPCSpeaker();

object oTarget;
oTarget = GetObjectByTag("gong_guard");

AssignCommand(oTarget, ClearAllActions());

oTarget = GetObjectByTag("gong_guard");

AssignCommand(oTarget, ActionMoveToObject(GetObjectByTag("WP_gong")));

oTarget = GetObjectByTag("gong_guard");

SetIsTemporaryEnemy(oPC, oTarget);

AssignCommand(oTarget, ActionAttack(GetObjectByTag("gong")));

AssignCommand(oTarget, DetermineCombatRound(oPC));

object oSpawn;
oTarget = GetWaypointByTag("WP_monk1");

oSpawn = CreateObject(OBJECT_TYPE_CREATURE, "metalmonk", GetLocation(oTarget));

oTarget = oSpawn;

SetIsTemporaryEnemy(oPC, oTarget);

AssignCommand(oTarget, ActionAttack(oPC));

AssignCommand(oTarget, DetermineCombatRound(oPC));

oTarget = oSpawn;

ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_DIVINE_STRIKE_FIRE), GetLocation(oTarget));

oTarget = oPC;

oSpawn = CreateObject(OBJECT_TYPE_CREATURE, "metalmonk", GetLocation(oTarget));

oTarget = oSpawn;

SetIsTemporaryEnemy(oPC, oTarget);

AssignCommand(oTarget, ActionAttack(oPC));

AssignCommand(oTarget, DetermineCombatRound(oPC));

oTarget = oSpawn;

ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_DIVINE_STRIKE_FIRE), GetLocation(oTarget));

oTarget = GetWaypointByTag("WP_monk2");

oSpawn = CreateObject(OBJECT_TYPE_CREATURE, "metalmonk", GetLocation(oTarget));

oTarget = oSpawn;

SetIsTemporaryEnemy(oPC, oTarget);

AssignCommand(oTarget, ActionAttack(oPC));

AssignCommand(oTarget, DetermineCombatRound(oPC));

oTarget = GetWaypointByTag("WP_monk3");

oSpawn = CreateObject(OBJECT_TYPE_CREATURE, "metalmonk", GetLocation(oTarget));

oTarget = oSpawn;

SetIsTemporaryEnemy(oPC, oTarget);

AssignCommand(oTarget, ActionAttack(oPC));

AssignCommand(oTarget, DetermineCombatRound(oPC));

oTarget = oSpawn;

ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_DIVINE_STRIKE_FIRE), GetLocation(oTarget));

oTarget = OBJECT_SELF;

AdjustReputation(oPC, oTarget, -100);
SetPlotFlag(oTarget, FALSE);    // CS change so players don't attack...

oTarget = OBJECT_SELF;

SetIsTemporaryEnemy(oPC, oTarget);

AssignCommand(oTarget, ActionAttack(oPC));

AssignCommand(oTarget, DetermineCombatRound(oPC));

oTarget = GetObjectByTag("gong_guard");

SetIsTemporaryEnemy(oPC, oTarget);

AssignCommand(oTarget, ActionAttack(oPC));

AssignCommand(oTarget, DetermineCombatRound(oPC));

}