Tuesday, February 5, 2008

Screen Shot 2/05/2008


Ok here is one screen shot of the mine area. Hmmm it looks like some strange altar to an unknown rat god.

7 comments:

Jclef said...

Hellz yeah, the altar of the Rat God. Sweet!

I did some reading up on the classic PnP adventure of this title. I'm more excited now - Keep up the good work, Delak, I'm looking forward to this one!

Delak said...

Thank you jclef. I am running into a minor issue with the rat on top of the altar. I can't seem to get him to stay still, it always wants to use its idle animations.

Jclef said...

Try sticking an effect on him - like paralyze, petrify or something (place the code in the OnSpawn event handler).

Do you script at all?

Delak said...

Here is the script I have on the rat's onSpawn script:

// gb_statue_sp
/*
Causes creature to spawn in as a statue.

Clears all creature scripts, sets as plot, applies petrify, etc.

Local vars used with this script:
(variable set "b_effect")
int EFFECT - the visual duration effect (defualts to 0 - VFX_DUR_BLUR)
Example duration effect values:
int VFX_NONE = -1;
int VFX_DUR_BLUR = 0;
int VFX_DUR_SPELL_FLESH_TO_STONE = 721;
int VFX_SPELL_DUR_BODY_SUN = 924;

*/
// ChazM 3/28/07

#include "NW_I0_GENERIC"
#include "ginc_event_handlers"

void main()
{
object oTarget = OBJECT_SELF;
SetOrientOnDialog(oTarget, FALSE);

effect ePetrify = EffectPetrify();

int iEffect = GetLocalInt(oTarget, "EFFECT");

if (iEffect != VFX_NONE)
{
effect eDur = EffectVisualEffect( iEffect );
ePetrify = EffectLinkEffects(eDur, ePetrify);
}

ApplyEffectToObject(DURATION_TYPE_PERMANENT, ePetrify, oTarget);
PrettyDebug(GetName(oTarget) + " - petrified by spawn");

// prevent from being bumpable
SetBumpState(oTarget, BUMPSTATE_UNBUMPABLE);


// No need to have event handlers if we are just standing here
// (Actually, the empty set defualts to something. To get truly
// nothing we must use the nothing scripts).
SetAllEventHandlers(oTarget, SCRIPT_OBJECT_NOTHING);

// except for dialog in case we want to talk. (need special conv. script)
SetEventHandler(oTarget, CREATURE_SCRIPT_ON_DIALOGUE, "gb_statue_conv");

// make plot so creature is indestructable
SetPlotFlag(oTarget, TRUE);

// Don't run the standard script since all we want is for the creature
// to be permanently paralyzed like a statue, so no treasure generation,
// setting AI flags, etc.

// ===================================================================
// now run the standard spawn. This may run other scripts, create treasure, and set various flags
//ExecuteScript(SCRIPT_DEFAULT_SPAWN, OBJECT_SELF);

}

And the variable EFFECT = 721

Delak said...

Problem Solved. It looks like the gb_statue_sp script does not like to work on a Dire Rat for some reason. So i just put it on a rat made that rat bigger and it all works fine.

Jclef said...

Wow - I just learned a few things here.

Hmm... strange with the script not working with Dire form.

Delak said...

Yes it is, I thought maybe it was because of some creature item like claws or skin but I removed all of that and it still didn't work. Very odd but at least I have a good work around.