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Author Topic: Character model qustion..  (Read 4090 times)

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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?


June 04, 2010, 02:48:12 PM
Reply #1

Quote from: Giygas

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).
HEATSTROKE


June 04, 2010, 03:38:20 PM
Reply #2

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.


June 04, 2010, 10:31:53 PM
Reply #3

Quote from: heimdallw32

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:

« Last Edit: June 04, 2010, 10:32:45 PM by DM Heatstroke »
HEATSTROKE


June 04, 2010, 10:48:36 PM
Reply #4

Code: [Select]
// * 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.
« Last Edit: June 04, 2010, 10:48:54 PM by KenquinnTheInsaneOne »


June 06, 2010, 03:18:24 AM
Reply #5

Huh, didn't know that, thanks!