#include "nw_i0_generic" #include "x0_i0_partywide" void main() { object oTarget; object oSpawn; location lTarget; int nInt; object oPC = GetPCSpeaker(); if (!GetIsPC(oPC)) return; int DoOnce = GetLocalInt(OBJECT_SELF, GetTag(OBJECT_SELF)); if (DoOnce==TRUE) return; SetLocalInt(OBJECT_SELF, GetTag(OBJECT_SELF), TRUE); // Give 10 experience (to party) to the PC. GiveXPToAll(oPC, 10); oTarget = GetObjectByTag("Helena"); //Visual effects can't be applied to waypoints, so if it is a WP //the VFX will be applied to the WP's location instead nInt = GetObjectType(oTarget); if (nInt != OBJECT_TYPE_WAYPOINT) ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_POLYMORPH), oTarget); else ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_POLYMORPH), GetLocation(oTarget)); DestroyObject(oTarget, 1.5); oTarget = oPC; lTarget = GetLocation(oTarget); oSpawn = CreateObject(OBJECT_TYPE_CREATURE, "avatarofbainr2", lTarget); oTarget = oSpawn; SetIsTemporaryEnemy(oPC, oTarget); AssignCommand(oTarget, ActionAttack(oPC)); AssignCommand(oTarget, DetermineCombatRound(oPC)); //Visual effects can't be applied to waypoints, so if it is a WP //the VFX will be applied to the WP's location instead nInt = GetObjectType(oTarget); if (nInt != OBJECT_TYPE_WAYPOINT) DelayCommand(0.5, ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_POLYMORPH), oTarget)); else DelayCommand(0.5, ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_POLYMORPH), GetLocation(oTarget))); }