//:://///////////////////////////////////////////// //:: Associate: On Spawn In //:: nw_ch_summon_9 //:: Copyright (c) 2001 Bioware Corp. //::////////////////////////////////////////////// /* This must support the OC henchmen and all summoned/companion creatures. */ //::////////////////////////////////////////////// //:: Created By: Preston Watamaniuk //:: Created On: Nov 19, 2001 //::////////////////////////////////////////////// //:: Updated By: Georg Zoeller, 2003-08-20: Added variable check for spawn in animation #include "X0_INC_HENAI" #include "x2_inc_switches" void main() { //Sets up the special henchmen listening patterns SetAssociateListenPatterns(); // Set additional henchman listening patterns //bkSetListeningPatterns(); // * If Incorporeal, apply changes if (GetCreatureFlag(OBJECT_SELF, CREATURE_VAR_IS_INCORPOREAL) == TRUE) { effect eConceal = EffectConcealment(50, MISS_CHANCE_TYPE_NORMAL); eConceal = ExtraordinaryEffect(eConceal); effect eGhost = EffectCutsceneGhost(); eGhost = ExtraordinaryEffect(eGhost); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eConceal, OBJECT_SELF); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eGhost, OBJECT_SELF); } // Set starting location SetAssociateStartLocation(); }