#include "nw_i0_generic" void main() { object oTarget; object oSpawn; location lTarget; object oPC = GetEnteringObject(); if (!GetIsPC(oPC)) return; oTarget = GetWaypointByTag("WP_Scragsewer"); lTarget = GetLocation(oTarget); oSpawn = CreateObject(OBJECT_TYPE_CREATURE, "scrag", 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 int nInt; nInt = GetObjectType(oTarget); if (nInt != OBJECT_TYPE_WAYPOINT) DelayCommand(0.5, ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_GAS_EXPLOSION_ACID), oTarget)); else DelayCommand(0.5, ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_GAS_EXPLOSION_ACID), GetLocation(oTarget))); DestroyObject(OBJECT_SELF); }