#include "nw_i0_generic" void main() { object oPC = GetLastPerceived(); if (!GetIsPC(oPC)) return; if (!GetLastPerceptionSeen()) return; object oTarget; oTarget = GetObjectByTag("wp_cain_01"); int nInt; nInt = GetObjectType(oTarget); if (nInt != OBJECT_TYPE_WAYPOINT) ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_FIRESTORM), oTarget); else ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_FIRESTORM), GetLocation(oTarget)); object oSpawn; location lTarget; oTarget = GetWaypointByTag("wp_cain_01"); lTarget = GetLocation(oTarget); oSpawn = CreateObject(OBJECT_TYPE_CREATURE, "minimonk", lTarget); oTarget = oSpawn; SetIsTemporaryEnemy(oPC, oTarget); AssignCommand(oTarget, ActionAttack(oPC)); AssignCommand(oTarget, DetermineCombatRound(oPC)); oTarget = oSpawn; nInt = GetObjectType(oTarget); if (nInt != OBJECT_TYPE_WAYPOINT) DelayCommand(0.5, ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_HORRID_WILTING), oTarget)); else DelayCommand(0.5, ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_HORRID_WILTING), GetLocation(oTarget))); }