#include "nw_i0_generic" void main() { object oTarget; object oSpawn; location lTarget; int nInt; object oPC = GetPCSpeaker(); oTarget = oPC; lTarget = GetLocation(oTarget); oSpawn = CreateObject(OBJECT_TYPE_CREATURE, "erastus", 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 oTarget = oPC; nInt = GetObjectType(oTarget); if (nInt != OBJECT_TYPE_WAYPOINT) ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_METEOR_SWARM), oTarget); else ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_METEOR_SWARM), GetLocation(oTarget)); nInt = GetObjectType(oTarget); if (nInt != OBJECT_TYPE_WAYPOINT) DelayCommand(0.5, ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_SUMMON_MONSTER_2), oTarget)); else DelayCommand(0.5, ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_SUMMON_MONSTER_2), GetLocation(oTarget))); oTarget = GetObjectByTag("Erastus2"); DestroyObject(oTarget, 0.0); }