//::////////////////////////////////////////////////// //:: xov_hen_fired //:: Copyright (c) 2002 Floodgate Entertainment //::////////////////////////////////////////////////// /* Fires the current henchman and leaves the player with no henchman. */ //::////////////////////////////////////////////////// //:: Created By: Naomi Novik //:: Created On: 09/13/2002 //:: Modified By: Xovian 2010 //::////////////////////////////////////////////////// #include "x0_i0_henchman" void main() { location lHome = GetLocation(GetObjectByTag("golemhome")); ClearAllActions(); FireHenchman(GetPCSpeaker()); SetLocalInt(OBJECT_SELF, "HenchFired", 1); location lTarget = GetLocation(OBJECT_SELF); ActionCastFakeSpellAtObject(SPELL_MINOR_GLOBE_OF_INVULNERABILITY, OBJECT_SELF); DelayCommand(3.0, ApplyEffectAtLocation(DURATION_TYPE_TEMPORARY, EffectVisualEffect(VFX_FNF_SUMMON_MONSTER_3), lTarget, 5.0)); DelayCommand(3.0, ApplyEffectAtLocation(DURATION_TYPE_TEMPORARY, EffectVisualEffect(VFX_DUR_LIGHT_RED_20), lTarget, 30.0)); AssignCommand(OBJECT_SELF, DelayCommand(6.1, JumpToLocation(lHome))); DelayCommand(5.9, ApplyEffectAtLocation(DURATION_TYPE_TEMPORARY, EffectVisualEffect(VFX_FNF_SUMMON_MONSTER_3), lHome, 5.0)); DelayCommand(5.9, ApplyEffectAtLocation(DURATION_TYPE_TEMPORARY, EffectVisualEffect(VFX_DUR_LIGHT_RED_20), lHome, 30.0)); DestroyObject(OBJECT_SELF, 10.0); }