#include "NW_I0_GENERIC" void main() { effect eVis = EffectVisualEffect(VFX_DUR_GHOSTLY_VISAGE); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eVis, OBJECT_SELF); SetAssociateListenPatterns(); SetListeningPatterns(); SetAssociateState(NW_ASC_POWER_CASTING); SetAssociateState(NW_ASC_HEAL_AT_50); SetAssociateState(NW_ASC_RETRY_OPEN_LOCKS); SetAssociateState(NW_ASC_DISARM_TRAPS); SetAssociateState(NW_ASC_MODE_DEFEND_MASTER, FALSE); SetAssociateState(NW_ASC_USE_RANGED_WEAPON, FALSE); SetAssociateState(NW_ASC_DISTANCE_2_METERS); if (GetAssociate(ASSOCIATE_TYPE_ANIMALCOMPANION, GetMaster()) == OBJECT_SELF || GetAssociate(ASSOCIATE_TYPE_DOMINATED, GetMaster()) == OBJECT_SELF || GetAssociate(ASSOCIATE_TYPE_FAMILIAR, GetMaster()) == OBJECT_SELF || GetAssociate(ASSOCIATE_TYPE_SUMMONED, GetMaster()) == OBJECT_SELF) { SetAssociateState(NW_ASC_DISTANCE_4_METERS); } }