Amon_PRC8/_module/nss/statue_spawn.nss
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//:://////////////////////////////////////////////////////////////////
//:: NPC Statue OnSpawn
//:: statue_spawn
//::
//:: Spawns Creatures as Statues w/out Animations
//::
//:://////////////////////////////////////////////////////////////////
//:: Created By: Hillary Anne Skeryanc-Mann
//:: Created On: Monday, January 26, 2004
//:://////////////////////////////////////////////////////////////////
//:: Instructions:
//:: 1) Make your creature and put it in the module
//:: 2) Set perception to short and movement to immobile
//:: 3) Set all stats to 3
//:: 4) Equip Statue Skin on the creature (this lowers stats further)
//:: 5) Remove all scripts.
//:: 6) Put this script into the creature's OnSpawn
//:: 7) Put statue_onconvers into the creature's OnConversation
//:: 8) Make sure that the conversation for the creature has
//:: "No Animation" for the owner nodes (unless you want the
//:: statue to talk/laugh/etc.
//:: 9) Place a waypoint with the tag "STATUE_STATUETAG" in front of
//:: the statue (ie where you want the statue to face).
//:: Note:Replace "STATUETAG" with the tag of the creature you
//:: are using as a statue.
//::
//:: Creatures will spawn looking like stone and not moving. Some
//:: creatures can not be turned to stone, but they still won't move
//:: at all (for instance, Balors).
//::
//:://////////////////////////////////////////////////////////////////
#include "NW_I0_GENERIC"
void main()
{
effect eVFX = EffectVisualEffect(VFX_DUR_PROT_GREATER_STONESKIN);
effect ePara = EffectParalyze();
SetListeningPatterns();
ApplyEffectToObject(DURATION_TYPE_PERMANENT, eVFX, OBJECT_SELF);
ApplyEffectToObject(DURATION_TYPE_PERMANENT, ePara, OBJECT_SELF);
ActionPlayAnimation(ANIMATION_LOOPING_PAUSE2, 500.0f, 999999.0f);
SetListenPattern(OBJECT_SELF, "**", 20600);
SetLocalInt(OBJECT_SELF, "hls_Listening", 1);
SetLocalInt(OBJECT_SELF, "X1_L_IMMUNE_TO_DISPEL", 10);
}