#include "nw_i0_generic" /* Script generated by Lilac Soul's NWN Script Generator, v. 1.2 For download info, please visit: http://www.angelfire.com/space/lilacsoul */ //Put this on action taken in the conversation editor void main() { object oPC = GetPCSpeaker(); object oTarget; oTarget = GetObjectByTag("gong_guard"); AssignCommand(oTarget, ClearAllActions()); oTarget = GetObjectByTag("gong_guard"); AssignCommand(oTarget, ActionMoveToObject(GetObjectByTag("WP_gong"))); oTarget = GetObjectByTag("gong_guard"); SetIsTemporaryEnemy(oPC, oTarget); AssignCommand(oTarget, ActionAttack(GetObjectByTag("gong"))); AssignCommand(oTarget, DetermineCombatRound(oPC)); object oSpawn; oTarget = GetWaypointByTag("WP_monk1"); oSpawn = CreateObject(OBJECT_TYPE_CREATURE, "metalmonk", GetLocation(oTarget)); oTarget = oSpawn; SetIsTemporaryEnemy(oPC, oTarget); AssignCommand(oTarget, ActionAttack(oPC)); AssignCommand(oTarget, DetermineCombatRound(oPC)); oTarget = oSpawn; ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_DIVINE_STRIKE_FIRE), GetLocation(oTarget)); oTarget = oPC; oSpawn = CreateObject(OBJECT_TYPE_CREATURE, "metalmonk", GetLocation(oTarget)); oTarget = oSpawn; SetIsTemporaryEnemy(oPC, oTarget); AssignCommand(oTarget, ActionAttack(oPC)); AssignCommand(oTarget, DetermineCombatRound(oPC)); oTarget = oSpawn; ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_DIVINE_STRIKE_FIRE), GetLocation(oTarget)); oTarget = GetWaypointByTag("WP_monk2"); oSpawn = CreateObject(OBJECT_TYPE_CREATURE, "metalmonk", GetLocation(oTarget)); oTarget = oSpawn; SetIsTemporaryEnemy(oPC, oTarget); AssignCommand(oTarget, ActionAttack(oPC)); AssignCommand(oTarget, DetermineCombatRound(oPC)); oTarget = GetWaypointByTag("WP_monk3"); oSpawn = CreateObject(OBJECT_TYPE_CREATURE, "metalmonk", GetLocation(oTarget)); oTarget = oSpawn; SetIsTemporaryEnemy(oPC, oTarget); AssignCommand(oTarget, ActionAttack(oPC)); AssignCommand(oTarget, DetermineCombatRound(oPC)); oTarget = oSpawn; ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_DIVINE_STRIKE_FIRE), GetLocation(oTarget)); oTarget = OBJECT_SELF; AdjustReputation(oPC, oTarget, -100); SetPlotFlag(oTarget, FALSE); // CS change so players don't attack... oTarget = OBJECT_SELF; SetIsTemporaryEnemy(oPC, oTarget); AssignCommand(oTarget, ActionAttack(oPC)); AssignCommand(oTarget, DetermineCombatRound(oPC)); oTarget = GetObjectByTag("gong_guard"); SetIsTemporaryEnemy(oPC, oTarget); AssignCommand(oTarget, ActionAttack(oPC)); AssignCommand(oTarget, DetermineCombatRound(oPC)); }