void main() { // Check if the copy is dead yet if(GetIsDead(OBJECT_SELF)) { object oItem; int nSlot; //Copy is dead so clean it out. and run the death script. AssignCommand(OBJECT_SELF, SetIsDestroyable(TRUE)); for(nSlot=0; nSlot<=17; nSlot++) { oItem=GetItemInSlot(nSlot, OBJECT_SELF); if (GetIsObjectValid(oItem)) DestroyObject(oItem, 0.0); } oItem=GetFirstItemInInventory(OBJECT_SELF); while (GetIsObjectValid(oItem)) { DestroyObject(oItem); oItem = GetNextItemInInventory(OBJECT_SELF); } ExecuteScript("nw_c2_default7", OBJECT_SELF); DestroyObject(OBJECT_SELF, 0.0); } else { DelayCommand(0.2,ApplyEffectToObject(DURATION_TYPE_PERMANENT, EffectConcealment(99,MISS_CHANCE_TYPE_VS_MELEE), OBJECT_SELF)); DelayCommand(0.4,ApplyEffectToObject(DURATION_TYPE_PERMANENT, EffectConcealment(99,MISS_CHANCE_TYPE_NORMAL), OBJECT_SELF)); DelayCommand(0.6,ApplyEffectToObject(DURATION_TYPE_PERMANENT, EffectConcealment(99,MISS_CHANCE_TYPE_VS_RANGED), OBJECT_SELF)); // copy is still alive, so do a combat round and reschedule this script ExecuteScript("nw_c2_default5", OBJECT_SELF); object oAttack = GetAttackTarget(OBJECT_SELF); AssignCommand(OBJECT_SELF,ActionUseFeat(FEAT_IMPROVED_DISARM,oAttack)); ApplyEffectToObject(DURATION_TYPE_PERMANENT, EffectConcealment(99,MISS_CHANCE_TYPE_VS_MELEE), OBJECT_SELF); // combat rounds are 6 seconds long DelayCommand(6.0, ExecuteScript("clone_hb", OBJECT_SELF)); DelayCommand(5.9,AssignCommand(OBJECT_SELF, ActionEquipMostDamagingMelee(oAttack,FALSE))); DelayCommand(5.8,AssignCommand(OBJECT_SELF, ActionEquipMostDamagingMelee(oAttack,TRUE))); } }