#include "nw_i0_generic" /* Script generated by Lilac Soul's NWN Script Generator, v. 1.6 For download info, please visit: http://www.lilacsoul.revility.com */ //Put this on action taken in the conversation editor void DamnedWar (object oPC, int iNum) { object oMod = GetModule(); SetLocalInt(oMod, "sw_hw", 1); SetLocalInt(oMod, "ch_hw", 1); SetLocalInt(oMod, "gr_xx", 1); SetLocalInt(oMod, "xcheck", 0); object oTarget; object oSpawn; location lTarget; oTarget = GetWaypointByTag("big_wp"); lTarget = GetLocation(oTarget); int i; for (i = 0; i < iNum; i++) { oSpawn = CreateObject(OBJECT_TYPE_CREATURE, "damned_war", lTarget); oTarget = oSpawn; SetIsTemporaryEnemy(oPC, oTarget); AssignCommand(oTarget, ActionAttack(oPC)); AssignCommand(oTarget, DetermineCombatRound(oPC)); } oTarget = oSpawn; //Visual effects can't be applied to waypoints, so if it is a WP //apply to the WP's location instead int nInt; nInt = GetObjectType(oTarget); if (nInt != OBJECT_TYPE_WAYPOINT) DelayCommand(0.5, ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_PWKILL), oTarget)); else DelayCommand(0.5, ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_PWKILL), GetLocation(oTarget))); oTarget = GetObjectByTag("arena_gate"); SetLocked(oTarget, TRUE); } void DamnedWiz (object oPC, int iNum) { object oMod = GetModule(); SetLocalInt(oMod, "sw_dr", 1); SetLocalInt(oMod, "ch_dr", 1); SetLocalInt(oMod, "gr_xx", 1); SetLocalInt(oMod, "xcheck", 0); object oTarget; object oSpawn; location lTarget; oTarget = GetWaypointByTag("big_wp"); lTarget = GetLocation(oTarget); int i; for (i = 0; i < iNum; i++) { oSpawn = CreateObject(OBJECT_TYPE_CREATURE, "damned_wiz", lTarget); oTarget = oSpawn; SetIsTemporaryEnemy(oPC, oTarget); AssignCommand(oTarget, ActionAttack(oPC)); AssignCommand(oTarget, DetermineCombatRound(oPC)); } oTarget = oSpawn; //Visual effects can't be applied to waypoints, so if it is a WP //apply to the WP's location instead int nInt; nInt = GetObjectType(oTarget); if (nInt != OBJECT_TYPE_WAYPOINT) DelayCommand(0.5, ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_PWKILL), oTarget)); else DelayCommand(0.5, ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_PWKILL), GetLocation(oTarget))); oTarget = GetObjectByTag("arena_gate"); SetLocked(oTarget, TRUE); } void DamnedCle (object oPC, int iNum) { object oMod = GetModule(); SetLocalInt(oMod, "sw_bl", 1); SetLocalInt(oMod, "ch_bl", 1); SetLocalInt(oMod, "xcheck", 0); SetLocalInt(oMod, "gr_xx", 1); object oTarget; object oSpawn; location lTarget; oTarget = GetWaypointByTag("big_wp"); lTarget = GetLocation(oTarget); int i; for (i = 0; i < iNum; i++) { oSpawn = CreateObject(OBJECT_TYPE_CREATURE, "damned_cle", lTarget); oTarget = oSpawn; SetIsTemporaryEnemy(oPC, oTarget); AssignCommand(oTarget, ActionAttack(oPC)); AssignCommand(oTarget, DetermineCombatRound(oPC)); } oTarget = oSpawn; //Visual effects can't be applied to waypoints, so if it is a WP //apply to the WP's location instead int nInt; nInt = GetObjectType(oTarget); if (nInt != OBJECT_TYPE_WAYPOINT) DelayCommand(0.5, ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_PWKILL), oTarget)); else DelayCommand(0.5, ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_PWKILL), GetLocation(oTarget))); oTarget = GetObjectByTag("arena_gate"); SetLocked(oTarget, TRUE); } //void main() {}