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How do I remove Bard inspiration visual effect?


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#1
NWN DM

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I want to remove the "burst of red lines" that surrounds a PC when they enter the influence range of a Bard's inspiration.

Running a MP game and it's very distracting to have this effect firing off just about every 4 seconds.

Any ideas?

#2
MasterChanger

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So, between this post and the question about instruments and inspirations, I got curious about the implementation of Inspirations. I had thought they might be regular AoEs, but they're not.

When you start an inspiration, the corresponding impact script fires (nw_s2_SngInCour for Inspire Courage, for example). This script has a main function and a function called RunPersistentSong that does the implementation of the effects of the song itself. This function defines the effects (including visual) which will be passed to a generic function for all friendly inspirations called ApplyFriendlySongEffectsToArea to actually get the relevant targets and so on. The RunPersistentSong function then calls itself on a 2.5 sec delay.

So, if you wanted to remove the vfx that is applied to targets when the inspiration starts or they walk into it, you could edit these lines in all the inspiration impact scripts:

       effect eDur    = ExtraordinaryEffect( EffectVisualEffect(VFX_HIT_BARD_INS_COURAGE) );
        eLink          = ExtraordinaryEffect( EffectLinkEffects(eLink, eDur) );


...by not linking the VFX (eDur) to the other effects in question. The edit would probably be slightly different for each script.

Alternatively, if you wanted a more subtle VFX instead, you could edit the VFXes themselves. VFX_HIT_BARD_INS_COURAGE, for example, is defined by fx_inspire_courage_hit.sef, which in turn has a couple events that define what it looks like. If you wanted it to just be a frame/icon that appears over the character's head, I'm sure that could be whipped up.

Modifié par MasterChanger, 18 février 2011 - 09:15 .


#3
NWN DM

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That's would be great... I personally would be happy with just maybe the (appropriate) small icon blinking once, or even nothing at all.

Unfortunately, what you mention is a bit beyond my knowledge level.

#4
MasterChanger

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Unfortunately since the first time the function loops (when the bard starts singing) is the same as the pulses (re-applies when someone walks into the AoE) it's a touch trickier to have it do something different the first time around than subsequent times. Of course, the whole approach could be re-done because it's only so-so as far as organization goes.

If you're ok with the flash from the bard singing w/o the "hit" effects (the lights on the affected chars) even the first time, that would definitely be easy. Let me know if that's what you want and I can alter the 7 or so inspiration scripts and post them for you.

#5
NWN DM

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Sure... that would be great. First time effect is one thing, but every 4 seconds multiplied by 5 PCs is just annoying.

Thanks!

#6
MasterChanger

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OK, here's a zip of new scripts for the 5 friendly Inspirations. I didn't alter the hostile ones (Jarring and Slowing) because you'll only see them when they affect an enemy, so you won't get the repeated entrance-exit cycle you see with the friendly ones.

You can put these in an Override or Module directory, depending on all the standard stuff of how you want to distribute it, yadda yadda.

#7
NWN DM

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Thanks... greatly appreciated!

These will get their first uses tomorrow night.