I figured out why commoner types weren't using civilized animations

Most changes were due to that and other behaviors I wanted ambient npcs to do.
This commit is contained in:
EpicValor
2023-09-09 19:56:22 -05:00
parent 80bc1e0c92
commit c369af5071
119 changed files with 50579 additions and 4558 deletions

View File

@@ -1,9 +1,13 @@
void main()
{
if ( GetLocalInt(GetModule(), "DO_ONCE__" + GetTag(OBJECT_SELF)) )
return;
SetLocalInt(GetModule(), "DO_ONCE__" + GetTag(OBJECT_SELF), TRUE);
object oTarget = OBJECT_SELF;
effect eMind = EffectVisualEffect(VFX_DUR_PROT_BARKSKIN, VFX_DUR_PETRIFY);
effect eMind2 = EffectVisualEffect(VFX_DUR_GHOST_TRANSPARENT);
DelayCommand(1.0,ApplyEffectToObject(DURATION_TYPE_PERMANENT, eMind, oTarget));
DelayCommand(1.0,ApplyEffectToObject(DURATION_TYPE_PERMANENT, eMind2, oTarget));
SetLocalInt(OBJECT_SELF, "X1_L_IMMUNE_TO_DISPEL", 10);
SetLocalInt(OBJECT_SELF, "X1_L_IMMUNE_TO_DISPEL", 100);
}