Whenever I try to have a correctly-built NPC utilize spells/abilities such as Polymorph Self and Wildshape etc, the NPC starts the casting process but then it seems to fizzle out leaving the NPC untransformed.
Is this a known issue, or am I just being dense?
Any help would be most gratefully received.
P.S. The DM Avatar itself is able to transform, but there seems to be no way back afterwards!
Thanks,
T.
Polymorph/Shifting issue with DM-possessed NPCs
Débuté par
Monsieur T
, mai 21 2011 06:18
#1
Posté 21 mai 2011 - 06:18
#2
Posté 22 mai 2011 - 12:32
afaik its AI issue, standard AI consider polymorph to be not as effective so just unshift after
i may be wrong i was out of nwn too long so ill check tomorrow
DM issue is known, you need custom script/device to unpolymorph
i may be wrong i was out of nwn too long so ill check tomorrow
DM issue is known, you need custom script/device to unpolymorph
Modifié par ShaDoOoW, 22 mai 2011 - 12:32 .
#3
Posté 23 mai 2011 - 06:28
Thanks very much, ShaDoOow.
I'm not sure I made myself clear.
The polymorphs etc work fine for NPCs in-game, but when the same NPCs are possessed in the DM client, they do not!
Also, if you have any ideas where I should look for a DM's unpolymorph device, that would be great.
Any further input will be most valuable and happily received.
My thanks again,
T
I'm not sure I made myself clear.
The polymorphs etc work fine for NPCs in-game, but when the same NPCs are possessed in the DM client, they do not!
Also, if you have any ideas where I should look for a DM's unpolymorph device, that would be great.
Any further input will be most valuable and happily received.
My thanks again,
T
#4
Posté 24 mai 2011 - 12:07
For a DM device to remove polymorph, you can use a snippet like this for your object:
Hope that helps!
object oItem = GetItemActivated();
object oPC = GetItemActivator();
oTarget = GetItemActivatedTarget();
if (GetTag(oItem) == "DM_CANCELPOLY" && GetIsDM(oPC))
{
RemoveSpecificEffect(EFFECT_TYPE_POLYMORPH, oTarget);
}
This code only assumes you have an item tagged DM_CANCELPOLY in your module, and would be inserted in the OnActivateItem event (and modified to work with whatever you already have in there.)Hope that helps!
Modifié par Khuzadrepa, 24 mai 2011 - 12:09 .
#5
Posté 24 mai 2011 - 01:29
hmm not sure if dm can use item's unique power in polymorph nowKhuzadrepa wrote...
For a DM device to remove polymorph, you can use a snippet like this for your object:object oItem = GetItemActivated(); object oPC = GetItemActivator(); oTarget = GetItemActivatedTarget(); if (GetTag(oItem) == "DM_CANCELPOLY" && GetIsDM(oPC)) { RemoveSpecificEffect(EFFECT_TYPE_POLYMORPH, oTarget); }This code only assumes you have an item tagged DM_CANCELPOLY in your module, and would be inserted in the OnActivateItem event (and modified to work with whatever you already have in there.)
Hope that helps!
#6
Posté 24 mai 2011 - 01:31
That's true... you would be limited in what items could be used if they are trying to use it on themselves. Polymorphed creatues can use potions, though.ShaDoOoW wrote...
hmm not sure if dm can use item's unique power in polymorph now
Modifié par Khuzadrepa, 24 mai 2011 - 01:37 .
#7
Posté 01 juin 2011 - 08:18
For a DM self cancelling polymorph, I found resting works, though it's not always practical to do so. I use an altered rest script in my mod, so I can't say if that will work in all mods, but I expect it should.
I think a command activated through the chat function would be most practical, overall.
I think a command activated through the chat function would be most practical, overall.





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