kevL wrote...
- just browsed through the default monster blueprints and nothing stood out ..
however, See
Hi KevL,
THIS IS COPIED FROM ANOTHER POST I JUST MADE:
It seems that item immunities are determined by the spells.2da rather than through scripts!
There are obviously some hard coded aspects for testing immunity as determined by the IMMUNITYTYPE column in the spells.2da. I was totally unaware of thsi aspect, which was pointed out to me by KevL. In other words, when a spell (or effect like Death Gaze) is cast, there is a reference in the spells.2da that checks to see if the PC has a form of immunity on them and then gives immunity feedback accordingly.
My only confusion at this stage is what differntiates between being immune to "negative" effects and "death" effects. Is "death" a subset of the "negative" effects?
If this was known already, then sorry to have taken up so much of people's time in my ignorance.

The bottom line is then, for me to add an effect or spell and ensure it works against immunity checks, I need to add the spell/effect as a line in the spells.2da and add an immunity value!
Did you know this is how it worked?
Do you know the difference between the "negaive" and "death" values for the spells.2da?
Many thanks.
Lance.
EDIT: At least, this is how it seems to work to me, as I cannot see anything in the NW_S1_GazeDeath script that checks for immunity .. and my own script, which is based on this script, fails to check for immunity, whereas, this official script (that has a spells.2da row with IMMUNITY TYPE column) does work!
Modifié par Lance Botelle, 07 octobre 2011 - 11:12 .