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:
@@ -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);
|
||||
}
|
||||
|
Reference in New Issue
Block a user