LucidMagic.net

Neverwinter Nights => NwN Building => Script Request => Topic started by: Elessar Telrunya on April 14, 2006, 11:19:48 AM

Title: Petrify...
Post by: Elessar Telrunya on April 14, 2006, 11:19:48 AM
This is such a simple task that I CAN'T understand why it isn't working! It's simple enough, the script is supposed to petrify its owner, and I've played with many ways of changing the script to make it work, including moving it back and forth between the OnSpawn and OnHeartBeat script slots! It compiles alright, but it won't work when I go to test it! >.< Anyways here's the last attempt I had at making it work:

Code: [Select]
#include "x0_i0_petrify"
void main()
{
object oTarget = OBJECT_SELF;
Petrify(oTarget);
}

All it's suppose to do is petrify the owner of the script, yet it won't work...goes in either onspawn or onheartbeat slots...creature of course...


-Elessar
Title: Petrify...
Post by: Mo on April 14, 2006, 12:36:10 PM
Forget using the wrapper function and just stick to basics.  Try the applying the EffectPetrify() function.

EDIT: What kind of creature are you testing this on? I hope it's not a skeleton.
Title: Petrify...
Post by: Elessar Telrunya on April 14, 2006, 12:56:32 PM
Quote
Forget using the wrapper function and just stick to basics.  Try the applying the EffectPetrify() function.

EDIT: What kind of creature are you testing this on? I hope it's not a skeleton.
[snapback]28174[/snapback]

I was originally using the EffectPetrify() Function, but it wouldn't work either >.< I'm using a human model


-Elessar
Title: Petrify...
Post by: 420 on April 14, 2006, 01:33:36 PM
Code: [Select]
void main()
{
object oTarget = OBJECT_SELF;
effect eEffect = SupernaturalEffect(EffectPetrify());
ApplyEffectToObject(DURATION_TYPE_PERMANENT, eEffect, oTarget);
}

I just wrote and tested this script and put it in the OnSpawn of a creature and it worked. Make sure the creature is not plot or it will be immune to petrify.

If you want it to be plot you can try to make it Immortal instead or apply a cut-scene paralyze combined with the stone skin VFX.

-420
Title: Petrify...
Post by: Elessar Telrunya on April 14, 2006, 01:37:58 PM
Quote
Code: [Select]
void main()
{
object oTarget = OBJECT_SELF;
effect eEffect = SupernaturalEffect(EffectPetrify());
ApplyEffectToObject(DURATION_TYPE_PERMANENT, eEffect, oTarget);
}

I just wrote and tested this script and put it in the OnSpawn of a creature and it worked. Make sure the creature is not plot or it will be immune to petrify.

If you want it to be plot you can try to make it Immortal instead or apply a cut-scene paralyze combined with the stone skin VFX.

-420
[snapback]28178[/snapback]


teehee, thanks, it was because it was plot xD


-Elessar
Title: Petrify...
Post by: Mo on April 14, 2006, 02:16:59 PM
Quote
Code: [Select]
void main()
{
object oTarget = OBJECT_SELF;
effect eEffect = SupernaturalEffect(EffectPetrify());
ApplyEffectToObject(DURATION_TYPE_PERMANENT, eEffect, oTarget);
}

I just wrote and tested this script and put it in the OnSpawn of a creature and it worked. Make sure the creature is not plot or it will be immune to petrify.

If you want it to be plot you can try to make it Immortal instead or apply a cut-scene paralyze combined with the stone skin VFX.

-420
[snapback]28178[/snapback]

or set it to plot after it's petrified?
Title: Petrify...
Post by: Elessar Telrunya on April 14, 2006, 02:46:07 PM
Quote
or set it to plot after it's petrified?
[snapback]28180[/snapback]
that'll help