#include "x0_i0_partywide" void ClearAndJumpToObject(object oDestination); void ClearAndJumpToObject(object oDestination) { ClearAllActions(); JumpToObject(oDestination); } void main() { int nHench; object oHench; object oTarget; object oSpawn; int nInt; // Get the PC who is in this conversation. object oPC = GetPCSpeaker(); // Give 5 experience (to party) to the PC. GiveXPToAll(oPC, 5); // Unlock and open "qtch". oTarget = GetObjectByTag("qtch"); SetLocked(oTarget, FALSE); AssignCommand(oTarget, ActionOpenDoor(oTarget)); oTarget = GetObjectByTag("Quatch"); AssignCommand(oTarget, ActionMoveToObject(GetObjectByTag("WP_Quatch"))); oTarget = GetObjectByTag("Quatch"); nInt = GetObjectType(oTarget); oTarget = GetObjectByTag("Quatch"); DestroyObject(oTarget, 6.0); // Spawn some critters. oTarget = GetWaypointByTag("WP_SPn_Quatch2"); oSpawn = CreateObject(OBJECT_TYPE_CREATURE, "qbully", GetLocation(oTarget)); oSpawn = CreateObject(OBJECT_TYPE_CREATURE, "qbully", GetLocation(oTarget)); oSpawn = CreateObject(OBJECT_TYPE_CREATURE, "qbully", GetLocation(oTarget)); oSpawn = CreateObject(OBJECT_TYPE_CREATURE, "qbully", GetLocation(oTarget)); oSpawn = CreateObject(OBJECT_TYPE_CREATURE, "qbully", GetLocation(oTarget)); oSpawn = CreateObject(OBJECT_TYPE_CREATURE, "qbully", GetLocation(oTarget)); oSpawn = CreateObject(OBJECT_TYPE_CREATURE, "qbully", GetLocation(oTarget)); oSpawn = CreateObject(OBJECT_TYPE_CREATURE, "qbully", GetLocation(oTarget)); oSpawn = CreateObject(OBJECT_TYPE_CREATURE, "qbully", GetLocation(oTarget)); oSpawn = CreateObject(OBJECT_TYPE_CREATURE, "qbully", GetLocation(oTarget)); oSpawn = CreateObject(OBJECT_TYPE_CREATURE, "qbully", GetLocation(oTarget)); oSpawn = CreateObject(OBJECT_TYPE_CREATURE, "qthug", GetLocation(oTarget)); oSpawn = CreateObject(OBJECT_TYPE_CREATURE, "qthug", GetLocation(oTarget)); oSpawn = CreateObject(OBJECT_TYPE_CREATURE, "qthug", GetLocation(oTarget)); oSpawn = CreateObject(OBJECT_TYPE_CREATURE, "qthug", GetLocation(oTarget)); oSpawn = CreateObject(OBJECT_TYPE_CREATURE, "qthug", GetLocation(oTarget)); oSpawn = CreateObject(OBJECT_TYPE_CREATURE, "qthug", GetLocation(oTarget)); oSpawn = CreateObject(OBJECT_TYPE_CREATURE, "qthug", GetLocation(oTarget)); oSpawn = CreateObject(OBJECT_TYPE_CREATURE, "qthug", GetLocation(oTarget)); oSpawn = CreateObject(OBJECT_TYPE_CREATURE, "qthug", GetLocation(oTarget)); oSpawn = CreateObject(OBJECT_TYPE_CREATURE, "qthug", GetLocation(oTarget)); // Find the location to which to teleport. oTarget = GetWaypointByTag("WP_Qtch_Jmp"); // Teleport the PC. DelayCommand(3.0, AssignCommand(oPC, ClearAndJumpToObject(oTarget))); // Also teleport associates. oHench = GetAssociate(ASSOCIATE_TYPE_ANIMALCOMPANION, oPC); DelayCommand(3.0, AssignCommand(oHench, ClearAndJumpToObject(oTarget))); oHench = GetAssociate(ASSOCIATE_TYPE_DOMINATED, oPC); DelayCommand(3.0, AssignCommand(oHench, ClearAndJumpToObject(oTarget))); oHench = GetAssociate(ASSOCIATE_TYPE_FAMILIAR, oPC); DelayCommand(3.0, AssignCommand(oHench, ClearAndJumpToObject(oTarget))); oHench = GetAssociate(ASSOCIATE_TYPE_SUMMONED, oPC); DelayCommand(3.0, AssignCommand(oHench, ClearAndJumpToObject(oTarget))); // Support for multiple henchmen (includes horses). nHench = 1; oHench = GetHenchman(oPC, 1); while ( oHench != OBJECT_INVALID ) { DelayCommand(3.5, AssignCommand(oHench, ClearAndJumpToObject(oTarget))); // Next henchman. oHench = GetHenchman(oPC, ++nHench); } }