void main() { // If running the lowest AI, abort for performance reasons. if ( GetAILevel() == AI_LEVEL_VERY_LOW ) return; // If busy with combat or conversation, skip this heartbeat. if ( IsInConversation(OBJECT_SELF) || GetIsInCombat() ) return; // Get the PC who will be referenced in this event. object oPC = GetNearestCreature(CREATURE_TYPE_PLAYER_CHAR, PLAYER_CHAR_IS_PC, OBJECT_SELF, 1, CREATURE_TYPE_PERCEPTION, PERCEPTION_SEEN); // Only fire once. if ( GetLocalInt(GetModule(), "DO_ONCE__" + GetTag(OBJECT_SELF)) ) return; SetLocalInt(GetModule(), "DO_ONCE__" + GetTag(OBJECT_SELF), TRUE); // Have us perform a sequence of actions. ActionSit(GetNearestObjectByTag("RoyalSeat")); }