#include "qst_include" //#include "x0_i0_anims" //#include "x2_inc_switches" //#include "x0_i0_treasure" void main() { int iCamp; string sMob; string sZone; object oQuestWP; object oQuestNPC; int iQuestStepType; int iSA; oQuestNPC=OBJECT_SELF; oQuestWP=GetObjectByTag("EN6_QUESTWP"); TransferQuest(oQuestWP,oQuestNPC); SetLocalInt(OBJECT_SELF,"Quest",1); SetLocalInt(OBJECT_SELF,"QuestStep",1); SetLocalInt(OBJECT_SELF,"QuestLine",1); SetLocalInt(OBJECT_SELF,"QuestLineStart",1); sZone = GetLocalString(oQuestNPC,"QuestZone"); SetLocalString(GetModule(),"SPAWN_Zone",sZone); iQuestStepType=GetLocalInt(oQuestNPC,"QuestStep1Type"); iSA=GetLocalInt(oQuestNPC,"QuestStep1SpecialArea"); if (iQuestStepType==1) DelayCommand(1.0,GetMobQuest(oQuestNPC)); if (iQuestStepType==2 || iQuestStepType==4 || iQuestStepType==5 || iQuestStepType==6 || (iQuestStepType==7 && iSA != 9)) DelayCommand(1.0,GetCampQuest(oQuestNPC)); if (iQuestStepType==3) DelayCommand(1.0,GetNPCQuest(oQuestNPC)); if (iQuestStepType==7 && iSA == 9) DelayCommand(1.0,GetTRQuest(oQuestNPC)); SetSpawnInCondition(NW_FLAG_IMMOBILE_AMBIENT_ANIMATIONS); //SetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS,FALSE); }