MMD_PRC8/_module/nss/nw_ch_summon_9.nss
Jaysyn904 d77404f157 2025/07/15 Update
Added PEPS AI.
Updated module name.
Set all henchmen to have a random race &/or class based name using a custom version of Markshire's Nomeclature scripts, as well as appearance.
Set Constructs, Undead, Outsiders & Elementals to not require food or drink.
Full compile.
2025-07-15 22:19:46 -04:00

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//::///////////////////////////////////////////////
//:: 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();
}