All Sith Assassins are destroyed. Though, yes, there is a trigger that would cause new Sith to spawn at Mandalore's HQ.
I've added to the post-Onderon deltion the destruction of these 2 triggers, that should prevent it in the future...
The Mandalore conversation starts as soon as there is no more a single assassin on the whole map tagged as "sith_ass_403". The entire script in case you're interested (and/or understand it )
The respawning ones are 405 and 406... 403's in limited supply.
void main() {
object oAreaObject = GetFirstObjectInArea(GetArea(GetFirstPC()), 1);
if (((GetGlobalNumber("403DXN_Sith_Attack") >= 1) && (GetGlobalNumber("403DXN_Sith_Attack") <= 4))) {
if (GetLocalBoolean(GetObjectByTag("To_402", 0), 52)) {
object oWp_sith_mand;
object object7 = GetFirstObjectInArea(GetArea(GetFirstPC()), 1);
int int4 = 0;
while (GetIsObjectValid(object7)) {
if ((GetTag(object7) == "sith_ass_403")) {
(int4++);
}
object7 = GetNextObjectInArea(GetArea(GetFirstPC()), 1);
}
if ((int4 == 0)) {
object oG_mandalore = GetObjectByTag("g_mandalore", 0);
SetGlobalNumber("403DXN_Sith_Attack", 5);
DelayCommand(2.0, CancelCombat(GetFirstPC()));
DelayCommand(2.0, SetGlobalFadeOut(0.0, 0.0, 0.0, 0.0, 0.0));
DelayCommand(2.0, SetGlobalFadeIn(1.5, 0.0, 0.0, 0.0, 0.0));
object oSecurity_door = GetObjectByTag("security_door", 0);
DelayCommand(2.0, AssignCommand(oSecurity_door, ActionUnlockObject(oSecurity_door)));
DelayCommand(2.0, AssignCommand(oSecurity_door, ActionOpenDoor(oSecurity_door)));
oWp_sith_mand = GetObjectByTag("wp_sith_pc2", 0);
DelayCommand(2.1, AssignCommand(GetFirstPC(), ActionJumpToObject(oWp_sith_mand, 1)));
oWp_sith_mand = GetObjectByTag("wp_sith_mand", 0);
DelayCommand(2.1, AssignCommand(oG_mandalore, ActionJumpToObject(oWp_sith_mand, 1)));
DelayCommand(2.2, AssignCommand(oG_mandalore, ActionStartConversation(GetFirstPC(), "sith_att", 0, 0, 0, "", "", "", "", "", "", 0, 0xFFFFFFFF, 0xFFFFFFFF, 0)));
}
}
}
}