PROC
PROC_DAF_HiddenFamilyLeaves()
AND
DB_DAF_HiddenFamily(_FamilyMember)
THEN
CharacterSetHasDialog(_FamilyMember,0);
ProcCharacterMoveToTrigger(_FamilyMember,TRIGGER_DAF_DruidPortal_OUT,1,"DB_DAF_HiddenFamilyEscape_ReachedPortal");
IF
CharacterEvent(_FamilyMember,"DB_DAF_HiddenFamilyEscape_ReachedPortal")
THEN
CharacterTeleportToTrigger(_FamilyMember,TRIGGER_DAF_DruidPortal_IN,"DB_DAF_HiddenFamilyEscape_ReachedHouse");
IF
CharacterEvent(_FamilyMember,"DB_DAF_HiddenFamilyEscape_ReachedHouse")
THEN
ProcCharacterMoveToTrigger(_FamilyMember,TRIGGER_DAF_DruidHouse_1stFloorOUT,1,"DB_DAF_HiddenFamilyEscape_ReachedStairs");
IF
CharacterEvent(_FamilyMember,"DB_DAF_HiddenFamilyEscape_ReachedStairs")
THEN
CharacterTeleportToTrigger(_FamilyMember,TRIGGER_DAF_DruidHouse_1stFloorIN,"DB_DAF_HiddenFamilyEscape_ReachedTop");
IF
CharacterEvent(_FamilyMember,"DB_DAF_HiddenFamilyEscape_ReachedTop")
THEN
ProcCharacterMoveToTrigger(_FamilyMember,TRIGGER_WAYP_DarkForest_DruidHouse_Pos,1,"DB_DAF_HiddenFamilyEscape_ReachedWaypoint");
IF
CharacterEvent(_FamilyMember,"DB_DAF_HiddenFamilyEscape_ReachedWaypoint")
THEN
Poof(_FamilyMember);