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