#include "nw_i0_generic" /* Script generated by Lilac Soul's NWN Script Generator, v. 1.5 For download info, please visit: http://www.lilacsoul.revility.com */ //Can go OnDamaged, OnDisturbed, OnSpellCastAt, creature heartbeats, etc. void main() { object oPC = GetLastHostileActor(); if (!GetIsPC(oPC)) return; if (d100()>20) return; object oTarget; oTarget = OBJECT_SELF; //Visual effects can't be applied to waypoints, so if it is a WP //apply to the WP's location instead int nInt; nInt = GetObjectType(oTarget); if (nInt != OBJECT_TYPE_WAYPOINT) ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_HORRID_WILTING), oTarget); else ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_HORRID_WILTING), GetLocation(oTarget)); oTarget = oPC; effect eEffect; eEffect = EffectAbilityDecrease(ABILITY_STRENGTH, 2); ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eEffect, oTarget, 60.0f); object oSpawn; location lTarget; oTarget = GetWaypointByTag("dtree"); lTarget = GetLocation(oTarget); oSpawn = CreateObject(OBJECT_TYPE_CREATURE, "creature001", lTarget); oTarget = oSpawn; SetIsTemporaryEnemy(oPC, oTarget); AssignCommand(oTarget, ActionAttack(oPC)); AssignCommand(oTarget, DetermineCombatRound(oPC)); }