//::///////////////////////////////////////////////
//:: Default: On Spawn In
//:: NW_C2_DEFAULT9
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
    Determines the course of action to be taken
    after having just been spawned in
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: Oct 25, 2001
//:://////////////////////////////////////////////

#include "NW_O2_CONINCLUDE"
#include "NW_I0_GENERIC"

void main()
{
   object oBaddy = OBJECT_SELF;

   if (GetTag(oBaddy) == "sf_boss_fidemon")
   {
      effect eIce = EffectVisualEffect(VFX_DUR_ICESKIN);
      effect eFire = EffectVisualEffect(VFX_DUR_ELEMENTAL_SHIELD);

      ApplyEffectToObject(DURATION_TYPE_PERMANENT, SupernaturalEffect(eIce), oBaddy);
      ApplyEffectToObject(DURATION_TYPE_PERMANENT, SupernaturalEffect(eFire), oBaddy);
   }
   else if (GetTag(oBaddy) == "sf_boss_shdwfnd")
   {
      effect eShadow = EffectVisualEffect(VFX_DUR_PROT_SHADOW_ARMOR);
      effect eAnti = EffectVisualEffect(VFX_DUR_ANTI_LIGHT_10);

      ApplyEffectToObject(DURATION_TYPE_PERMANENT, SupernaturalEffect(eShadow), oBaddy);
      ApplyEffectToObject(DURATION_TYPE_PERMANENT, SupernaturalEffect(eAnti), oBaddy);
      ApplyEffectToObject(DURATION_TYPE_PERMANENT, SupernaturalEffect(eAnti), oBaddy);
   }

// DEFAULT GENERIC BEHAVIOR (DO NOT TOUCH) *****************************************************************************************

    //Removed to prevent item drops on monsters cos thus causes lag in great numbers. Amen!
    //GenerateNPCTreasure();     //* Use this to create a small amount of treasure on the creature
    SetListenPattern(OBJECT_SELF, "**", 20600); //listen to all text
    SetLocalInt(OBJECT_SELF, "hls_Listening", 1); //listen to all text
    SetListening(OBJECT_SELF, TRUE);          //be sure NPC is listening
}