45 lines
1.9 KiB
Plaintext
45 lines
1.9 KiB
Plaintext
//:://////////////////////////////////////////////////////////////////
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//:: NPC Statue OnSpawn
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//:: statue_spawn
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//::
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//:: Spawns Creatures as Statues w/out Animations
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//::
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//:://////////////////////////////////////////////////////////////////
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//:: Created By: Hillary Anne Skeryanc-Mann
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//:: Created On: Monday, January 26, 2004
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//:://////////////////////////////////////////////////////////////////
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//:: Instructions:
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//:: 1) Make your creature and put it in the module
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//:: 2) Set perception to short and movement to immobile
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//:: 3) Set all stats to 3
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//:: 4) Equip Statue Skin on the creature (this lowers stats further)
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//:: 5) Remove all scripts.
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//:: 6) Put this script into the creature's OnSpawn
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//:: 7) Put statue_onconvers into the creature's OnConversation
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//:: 8) Make sure that the conversation for the creature has
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//:: "No Animation" for the owner nodes (unless you want the
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//:: statue to talk/laugh/etc.
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//:: 9) Place a waypoint with the tag "STATUE_STATUETAG" in front of
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//:: the statue (ie where you want the statue to face).
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//:: Note:Replace "STATUETAG" with the tag of the creature you
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//:: are using as a statue.
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//::
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//:: Creatures will spawn looking like stone and not moving. Some
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//:: creatures can not be turned to stone, but they still won't move
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//:: at all (for instance, Balors).
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//::
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//:://////////////////////////////////////////////////////////////////
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#include "NW_I0_GENERIC"
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void main()
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{
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effect eVFX = EffectVisualEffect(VFX_DUR_PROT_GREATER_STONESKIN);
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effect ePara = EffectParalyze();
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SetListeningPatterns();
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ApplyEffectToObject(DURATION_TYPE_PERMANENT, eVFX, OBJECT_SELF);
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ApplyEffectToObject(DURATION_TYPE_PERMANENT, ePara, OBJECT_SELF);
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ActionPlayAnimation(ANIMATION_LOOPING_PAUSE2, 500.0f, 999999.0f);
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SetListenPattern(OBJECT_SELF, "**", 20600);
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SetLocalInt(OBJECT_SELF, "hls_Listening", 1);
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SetLocalInt(OBJECT_SELF, "X1_L_IMMUNE_TO_DISPEL", 10);
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}
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