//:://///////////////////////////////////////////// //:: 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 }