#include "nw_i0_generic"
/*   Script generated by
Lilac Soul's NWN Script Generator, v. 2.0

For download info, please visit:
http://nwvault.ign.com/View.php?view=Other.Detail&id=4683&id=625    */

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

object oPC = GetPCSpeaker();

object oTarget;
oTarget = OBJECT_SELF;

effect eEffect;
eEffect = EffectDeath();

ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eEffect, oTarget, 60.0f);

object oSpawn;
location lTarget;
oTarget = oPC;

lTarget = GetLocation(oTarget);

oSpawn = CreateObject(OBJECT_TYPE_CREATURE, "lostsoul1", lTarget);

oTarget = oSpawn;

SetIsTemporaryEnemy(oPC, oTarget);

AssignCommand(oTarget, ActionAttack(oPC));

AssignCommand(oTarget, DetermineCombatRound(oPC));

oTarget = oPC;

lTarget = GetLocation(oTarget);

oSpawn = CreateObject(OBJECT_TYPE_CREATURE, "lostsoul1", lTarget);

oTarget = oSpawn;

SetIsTemporaryEnemy(oPC, oTarget);

AssignCommand(oTarget, ActionAttack(oPC));

AssignCommand(oTarget, DetermineCombatRound(oPC));

oTarget = oPC;

lTarget = GetLocation(oTarget);

oSpawn = CreateObject(OBJECT_TYPE_CREATURE, "lostsoul1", lTarget);

oTarget = oSpawn;

SetIsTemporaryEnemy(oPC, oTarget);

AssignCommand(oTarget, ActionAttack(oPC));

AssignCommand(oTarget, DetermineCombatRound(oPC));

oTarget = oPC;

lTarget = GetLocation(oTarget);

oSpawn = CreateObject(OBJECT_TYPE_CREATURE, "lostsoul1", lTarget);

oTarget = oSpawn;

SetIsTemporaryEnemy(oPC, oTarget);

AssignCommand(oTarget, ActionAttack(oPC));

AssignCommand(oTarget, DetermineCombatRound(oPC));

oTarget = oPC;

lTarget = GetLocation(oTarget);

oSpawn = CreateObject(OBJECT_TYPE_CREATURE, "lostsoul1", lTarget);

oTarget = oSpawn;

SetIsTemporaryEnemy(oPC, oTarget);

AssignCommand(oTarget, ActionAttack(oPC));

AssignCommand(oTarget, DetermineCombatRound(oPC));

oTarget = oPC;

lTarget = GetLocation(oTarget);

oSpawn = CreateObject(OBJECT_TYPE_CREATURE, "lostsoul1", lTarget);

oTarget = oSpawn;

SetIsTemporaryEnemy(oPC, oTarget);

AssignCommand(oTarget, ActionAttack(oPC));

AssignCommand(oTarget, DetermineCombatRound(oPC));

}