Petrification
#1
Posted 17 October 2005 - 02:50 AM
Anyways, is it possible to make a mod that causes a petrified (turned to stone) party-member not to leave the group, but to stay, still petrified, in the group?
When you use the spell "Stone to Flesh" on a party member he/she will ask you if you really want them to leave, when in fact you've never cast them out. I find this pretty annoying, especially in cases where the NPC's will leave you forever if cast out.
Also, maybe less do-able, this would enable you party member's to cast "Flesh to Stone" on the PC if he was petrified, instead of having to reload.
- Yahtzee
#2
Posted 17 October 2005 - 09:04 AM
Ignore the petrification opcode. Instead, change the characters colour to stone-coloured, stop movement, add damage reduction (possible damage amplification to blunt weapons), make unselectable and so on.
Bung something at the top of the dplayer*.bcs files to check a variabel to see if the character is 'petrified', if so, restart the script unless the 'depetrify' spell is cast.
Quite simple really, assuming I've not got a huge hole in my thinking.
Same thing goes for Imprisonment, Maze et al.
Visit the IESDP
#3
Posted 17 October 2005 - 09:10 AM
Probably.
Ignore the petrification opcode. Instead, change the characters colour to stone-coloured, stop movement, add damage reduction (possible damage amplification to blunt weapons), make unselectable and so on.
Bung something at the top of the dplayer*.bcs files to check a variabel to see if the character is 'petrified', if so, restart the script unless the 'depetrify' spell is cast.
Quite simple really, assuming I've not got a huge hole in my thinking.
Same thing goes for Imprisonment, Maze et al.
Right, i.e. Making characters invissible in the case of Maze/Imprisonment. Thanks Igi, I'll get back on it.
- Yahtzee
#4
Posted 17 October 2005 - 02:46 PM
OT: What happens when you cast Stone to Flesh on regular rock?
"She was a fire, and I had no doubt that she had already done her share of burning." - Lord Firael Algathrin
"Most assume that all the followers of Lathander are great morning people. They're very wrong." - Tanek of Cloakwood
we are all adults playing a fantasy together, - cmorgan
#5
Posted 18 October 2005 - 07:33 AM
- Yahtzee
#6
Posted 18 October 2005 - 09:39 AM
"She was a fire, and I had no doubt that she had already done her share of burning." - Lord Firael Algathrin
"Most assume that all the followers of Lathander are great morning people. They're very wrong." - Tanek of Cloakwood
we are all adults playing a fantasy together, - cmorgan
#7
Posted 20 October 2005 - 09:35 AM
Nw that's a mod I would definately download. I would love it if you could leave some characters in the dock and have some go to the Windspear hills for example. Doubtful I would do something like that but it would be much fun.
Well, I only mentioned it as a possible fix for making the above-mentioned petrification-stuff work. Got a better idea?
- Yahtzee
#8
Posted 20 October 2005 - 09:33 PM
It's a cheat, not a mod, but you can use CLUAConsole to separate your party, taking only the selected characters to a new area, leaving the others in the original area.Nw that's a mod I would definately download. I would love it if you could leave some characters in the dock and have some go to the Windspear hills for example. Doubtful I would do something like that but it would be much fun.
Edited by Little Dragon, 20 October 2005 - 09:34 PM.
Joseph Heller, Catch-22 (1955)
#9
Posted 21 October 2005 - 10:43 AM
I believe there is a flag on travel regions in the .are file that specifies if the party is required (to travel). I think the general rule Bioware/Blackisle followed was that moving from outdoor area to outdoor area required the party (all of the time) whereas moving say only 2 party members into a house (while leaving the rest outside the building) in an area was possible. If you recall the latter was the trick most people used in BG1 to separate duo NPC's (thus preventing the leaving dialogue and allowing the other NPC to remain in the party).
Apart from having to find some weidu ninja to remove all of those flags on every area in the game you would also have to deal with all travel regions within areas and all new areas in mods. Also you could have problems even after this because you can always switch back to any area a party member is in by clicking on their portrait, so what happens if somebody spawns in to talk to your petrified npc or if someone attacks your party while you are checking on your petrified npc? Too much space for error here methinks but I would think it is possible.