Author Sticky: Post Working Scripts Here
Devynn Posted: Tuesday, 25 June 12:34PM
1. Script Name: Spawn_Help

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 conversation

    object oFriends = GetObjectByTag( "encounter" ); //Sets oFriends to the encounter you wish to spawn, change "encounter" to the tag of your encounter

    AdjustReputation( oPC, OBJECT_SELF, -100 ); //Adjusts the faction of the PC to the Speaker to hostile

    SetEncounterActive( 1, oFriends ); //Turns on the encounter

    ActionAttack( oPC ); //Makes the NPC with the conversation begin to attack the PC it was speaking to

}