#include "nw_i0_generic" void main() { ExecuteScript("nw_c2_default7", OBJECT_SELF); ExecuteScript("tab_xp_multi",OBJECT_SELF); object oPC = GetLastKiller(); if (!GetIsPC(oPC)) return; object oTarget; object oSpawn; location lTarget; oTarget = GetWaypointByTag("wp_liron_01"); lTarget = GetLocation(oTarget); oSpawn = CreateObject(OBJECT_TYPE_CREATURE, "serf", lTarget); oTarget = oSpawn; SetIsTemporaryEnemy(oPC, oTarget); AssignCommand(oTarget, ActionAttack(oPC)); AssignCommand(oTarget, DetermineCombatRound(oPC)); oTarget = oSpawn; //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_IMP_DIVINE_STRIKE_FIRE), oTarget); else ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_DIVINE_STRIKE_FIRE), GetLocation(oTarget)); oTarget = GetWaypointByTag("wp_liron_02"); lTarget = GetLocation(oTarget); oSpawn = CreateObject(OBJECT_TYPE_CREATURE, "serf", lTarget); oTarget = oSpawn; SetIsTemporaryEnemy(oPC, oTarget); AssignCommand(oTarget, ActionAttack(oPC)); AssignCommand(oTarget, DetermineCombatRound(oPC)); oTarget = oSpawn; //Visual effects can't be applied to waypoints, so if it is a WP //apply to the WP's location instead nInt = GetObjectType(oTarget); if (nInt != OBJECT_TYPE_WAYPOINT) ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_DIVINE_STRIKE_FIRE), oTarget); else ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_DIVINE_STRIKE_FIRE), GetLocation(oTarget)); oTarget = GetWaypointByTag("wp_liron_03"); lTarget = GetLocation(oTarget); oSpawn = CreateObject(OBJECT_TYPE_CREATURE, "serf", lTarget); oTarget = oSpawn; SetIsTemporaryEnemy(oPC, oTarget); AssignCommand(oTarget, ActionAttack(oPC)); AssignCommand(oTarget, DetermineCombatRound(oPC)); oTarget = oSpawn; //Visual effects can't be applied to waypoints, so if it is a WP //apply to the WP's location instead nInt = GetObjectType(oTarget); if (nInt != OBJECT_TYPE_WAYPOINT) ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_DIVINE_STRIKE_FIRE), oTarget); else ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_DIVINE_STRIKE_FIRE), GetLocation(oTarget)); oTarget = GetWaypointByTag("wp_liron_04"); lTarget = GetLocation(oTarget); oSpawn = CreateObject(OBJECT_TYPE_CREATURE, "serf", lTarget); oTarget = oSpawn; SetIsTemporaryEnemy(oPC, oTarget); AssignCommand(oTarget, ActionAttack(oPC)); AssignCommand(oTarget, DetermineCombatRound(oPC)); oTarget = oSpawn; //Visual effects can't be applied to waypoints, so if it is a WP //apply to the WP's location instead nInt = GetObjectType(oTarget); if (nInt != OBJECT_TYPE_WAYPOINT) ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_DIVINE_STRIKE_FIRE), oTarget); else ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_DIVINE_STRIKE_FIRE), GetLocation(oTarget)); }