2. What it does: Spawns an encounter to help the NPC 3. Notes: Useful for when an NPC is in a conversation and it
leads to the NPC being attacked and he calls in guards or other
creatures to help him/her.
NWScript:
//::///////////// ////////////////////////////////////:: FileName spawn_help//:://///////////// /////////////////////////////////:://///////////// /////////////////////////////////:: Created By: Devynn//:: Email: chris@chris-n-kristi.com//:: Created On: 6/25/2002//:://///////////// ////////////////////////////////////////////////// ////////////////////////////////1. Create a PC to speak to and create a conversation for it.//2. Then in one branch of the conversation, place this script// in the actions taken tab of the conversation.//3. Create an encounter and populate it with the creatures you want to spawn. Make// sure you place the encounter so the NPC and the PC are both inside the encounter// when speaking to one another.//4. Set the encounter to inactive by unchecking the active button, and setting// it to player only triggerable.
#include "nw_i0_generic"
void main(){object oPC = GetPCSpeaker(); //Sets oPC to the PC speaker of the conversationobject oFriends = GetObjectByTag( "encounter" ); //Sets oFriends to the encounter you wish to spawn, change "encounter" to the tag of your encounterAdjustReputation( oPC, OBJECT_SELF, -100 ); //Adjusts the faction of the PC to the Speaker to hostileSetEncounterActive( 1, oFriends ); //Turns on the encounterActionAttack( oPC ); //Makes the NPC with the conversation begin to attack the PC it was speaking to}