Lankhmar_PRC8/_module/nss/cnv_fact_hsvnwlb.nss
Jaysyn904 ebc0c6a9b2 Initial commit
Initial commit [v9.7]
2025-04-03 12:54:47 -04:00

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#include "nw_i0_generic"
void main()
{
object oPC = GetPCSpeaker();
object oTarget;
//Hisvin
object oHisvinwlb = GetObjectByTag("Hisvinwlb");
ChangeToStandardFaction(oHisvinwlb, STANDARD_FACTION_HOSTILE);
// Attack the PC.
SetIsTemporaryEnemy(oPC, GetNearestObjectByTag("Hisvinwlb"));
AssignCommand(GetNearestObjectByTag("Hisvinwlb"), DetermineCombatRound(oPC));
//Muskatel
object oMuskatelwlb = GetObjectByTag("Muskatelwlb");
ChangeToStandardFaction(oMuskatelwlb, STANDARD_FACTION_HOSTILE);
// Attack the PC.
SetIsTemporaryEnemy(oPC, GetNearestObjectByTag("Muskatelwlb"));
AssignCommand(GetNearestObjectByTag("Muskatelwlb"), DetermineCombatRound(oPC));
//Guard1
object oratwlb1a = GetObjectByTag("ratwlb1a");
ChangeToStandardFaction(oratwlb1a, STANDARD_FACTION_HOSTILE);
// Attack the PC.
SetIsTemporaryEnemy(oPC, GetNearestObjectByTag("ratwlb1a"));
AssignCommand(GetNearestObjectByTag("ratwlb1a"), DetermineCombatRound(oPC));
//Guard2
object oratwlb1b = GetObjectByTag("ratwlb1b");
ChangeToStandardFaction(oratwlb1b, STANDARD_FACTION_HOSTILE);
// Attack the PC.
SetIsTemporaryEnemy(oPC, GetNearestObjectByTag("ratwlb1b"));
AssignCommand(GetNearestObjectByTag("ratwlb1b"), DetermineCombatRound(oPC));
//Guard3
object oratwlb1c = GetObjectByTag("ratwlb1c");
ChangeToStandardFaction(oratwlb1c, STANDARD_FACTION_HOSTILE);
// Attack the PC.
SetIsTemporaryEnemy(oPC, GetNearestObjectByTag("ratwlb1c"));
AssignCommand(GetNearestObjectByTag("ratwlb1c"), DetermineCombatRound(oPC));
//Guard4
object oratwlb1d = GetObjectByTag("ratwlb1d");
ChangeToStandardFaction(oratwlb1d, STANDARD_FACTION_HOSTILE);
// Attack the PC.
SetIsTemporaryEnemy(oPC, GetNearestObjectByTag("ratwlb1d"));
AssignCommand(GetNearestObjectByTag("ratwlb1d"), DetermineCombatRound(oPC));
object oActor;
// Have "Kree3" perform a sequence of actions.
oActor = GetObjectByTag("Kree3");
AssignCommand(oActor, ActionJumpToObject(oPC));
// Have "Skos" perform a sequence of actions.
oActor = GetObjectByTag("Skos");
AssignCommand(oActor, ActionJumpToObject(oPC));
// Have "Heeshi" perform a sequence of actions.
oActor = GetObjectByTag("Heeshi");
AssignCommand(oActor, ActionJumpToObject(oPC));
//Heeshi
object oHeeshi = GetObjectByTag("Heeshi");
ChangeToStandardFaction(oHeeshi, STANDARD_FACTION_HOSTILE);
// Attack the PC.
SetIsTemporaryEnemy(oPC, GetNearestObjectByTag("Heeshi"));
AssignCommand(GetNearestObjectByTag("Heeshi"), DetermineCombatRound(oPC));
//Destroy wlb7
oTarget = GetObjectByTag("wlb7");
DestroyObject(oTarget, 2.0);
}