Player Resource Consortium
Neverwinter Nights => General Discussion => Topic started by: Giygas on June 04, 2010, 02:18:36 PM
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I have a question regarding character appearances/character models in the character creator. When I scrolled through them, there where some models which where quite odd as selectable models. Things like dragons and oozes. My question is thus. If I say chose a red dragon or some kind of ooze as my character model, would my game and character not work correctly or would it work just the same as if I had picked a more humanoid monster(Such as a Raksaha) to represent my character?
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I have a question regarding character appearances/character models in the character creator. When I scrolled through them, there where some models which where quite odd as selectable models. Things like dragons and oozes. My question is thus. If I say chose a red dragon or some kind of ooze as my character model, would my game and character not work correctly or would it work just the same as if I had picked a more humanoid monster(Such as a Raksaha) to represent my character?
Should work the same, although you will be missing some animations with certain models. Also, some spells affect different models differently (i.e. cockatrice & basilisk petrification immunity).
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I wouldn't think the model alone would affect attributes (like immunities/resistances/etc), right? I thought those sorts of things were stored on the hide of a NPC or PC.
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I wouldn't think the model alone would affect attributes (like immunities/resistances/etc), right? I thought those sorts of things were stored on the hide of a NPC or PC.
Actually, I'm not sure if the PRC changed it, but:
# A creature whose appearance is one without flesh — or is that of a basilisk, cockatrice, medusa, or gorgon — is immune to this ability. (Examples of flesh-less appearances include most golems, all elementals, shadows, and skeletons.) (http://nwn.wikia.com/wiki/Petrification_touch)
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// * returns true if the creature has flesh
int PRCIsImmuneToPetrification(object oCreature)
{
int nAppearance = GetAppearanceType(oCreature);
int bImmune = FALSE;
switch (nAppearance)
{
case APPEARANCE_TYPE_BASILISK:
case APPEARANCE_TYPE_COCKATRICE:
case APPEARANCE_TYPE_MEDUSA:
case APPEARANCE_TYPE_ALLIP:
case APPEARANCE_TYPE_ELEMENTAL_AIR:
case APPEARANCE_TYPE_ELEMENTAL_AIR_ELDER:
case APPEARANCE_TYPE_ELEMENTAL_EARTH:
case APPEARANCE_TYPE_ELEMENTAL_EARTH_ELDER:
case APPEARANCE_TYPE_ELEMENTAL_FIRE:
case APPEARANCE_TYPE_ELEMENTAL_FIRE_ELDER:
case APPEARANCE_TYPE_ELEMENTAL_WATER:
case APPEARANCE_TYPE_ELEMENTAL_WATER_ELDER:
case APPEARANCE_TYPE_GOLEM_STONE:
case APPEARANCE_TYPE_GOLEM_IRON:
case APPEARANCE_TYPE_GOLEM_CLAY:
case APPEARANCE_TYPE_GOLEM_BONE:
case APPEARANCE_TYPE_GORGON:
case APPEARANCE_TYPE_HEURODIS_LICH:
case APPEARANCE_TYPE_LANTERN_ARCHON:
case APPEARANCE_TYPE_SHADOW:
case APPEARANCE_TYPE_SHADOW_FIEND:
case APPEARANCE_TYPE_SHIELD_GUARDIAN:
case APPEARANCE_TYPE_SKELETAL_DEVOURER:
case APPEARANCE_TYPE_SKELETON_CHIEFTAIN:
case APPEARANCE_TYPE_SKELETON_COMMON:
case APPEARANCE_TYPE_SKELETON_MAGE:
case APPEARANCE_TYPE_SKELETON_PRIEST:
case APPEARANCE_TYPE_SKELETON_WARRIOR:
case APPEARANCE_TYPE_SKELETON_WARRIOR_1:
case APPEARANCE_TYPE_SPECTRE:
case APPEARANCE_TYPE_WILL_O_WISP:
case APPEARANCE_TYPE_WRAITH:
case APPEARANCE_TYPE_BAT_HORROR:
case 405: // Dracolich:
case 415: // Alhoon
case 418: // shadow dragon
case 420: // mithral golem
case 421: // admantium golem
case 430: // Demi Lich
case 469: // animated chest
case 474: // golems
case 475: // golems
bImmune = TRUE;
}}
That controls what appearance types are immune to Petrification touch in PRC. So some appearance types are immune to it.
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Huh, didn't know that, thanks!