disintegrate spell?

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bongobeat
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disintegrate spell?

Post by bongobeat »

Hello All,

is there a way to make a monster immune to the disintegrate spell?

I want to avoid that this spell kills "special" monster like NPC.
Last edited by bongobeat on Mon Feb 16, 2015 2:03 pm, edited 1 time in total.
My asset pack: viewtopic.php?f=22&t=9320

Log1 mod : Toorum Manor: viewtopic.php?f=14&t=5505
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Dr.Disaster
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Re: disintegrate spell?

Post by Dr.Disaster »

Why?
If players want to f... up their game by disintegrating an NPC let them do it. You can even let them know that they failed by giving them a bad ending a while later due to NPC killed / mission failed / info missing / whatever reason.
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THOM
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Re: disintegrate spell?

Post by THOM »

Why giving the player a desintegrating spell?
Fighting is part of the game and on my opinion there is no fun, if you cut this part. In the maincampaign the staff that is able to do this spell is the gift after finishing the maintask.
THOM formaly known as tschrage
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Zo Kath Ra
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Re: disintegrate spell?

Post by Zo Kath Ra »

bongobeat wrote:Hello All,

is there a way to make a monster immune to the disintegrate spell?

I want to avoid that this spell kills all monster, ok, but not "special" monster like NPC.
If you can't make NPC's immune to the Disintegrate spell, you could do what Ultima 4 did:
When you leave and re-enter a level, all dead NPC's are alive again.
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petri
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Re: disintegrate spell?

Post by petri »

Maybe you could redefine the spell with your own implementation.
minmay
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Re: disintegrate spell?

Post by minmay »

Returning false from the monster's onDie hook will prevent it from dying. You could check the monster's health there and only return true if it's actually 0 or below. Be aware that while this will block disintegrate, it will also block MonsterComponent:die() including the effect of the 'k' key in editor preview.
Dr.Disaster wrote:Why?
If players want to f... up their game by disintegrating an NPC let them do it. You can even let them know that they failed by giving them a bad ending a while later due to NPC killed / mission failed / info missing / whatever reason.
If you aren't interested in contributing anything, have you considered not posting?
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Dr.Disaster
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Re: disintegrate spell?

Post by Dr.Disaster »

minmay wrote:
Dr.Disaster wrote:Why?
If players want to f... up their game by disintegrating an NPC let them do it. You can even let them know that they failed by giving them a bad ending a while later due to NPC killed / mission failed / info missing / whatever reason.
If you aren't interested in contributing anything, have you considered not posting?
Actually i contributed to include an alternate ending a.k.a. bad ending. This got used in several LoG 1 mods so why leave it out in LoG 2?
bongobeat
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Re: disintegrate spell?

Post by bongobeat »

thanks all for replys

that's right about killing an npc or not, I was just asking myself if I will allow an NPC to be killed :lol:
actually all npc cannot be killed, (they got a large amount of health), except for one which can(had to) be killed after completing a quest and some monster who are guarding the place and don't attack if you don't attack them.
Of course in the main campaign you can not use it, but if you want to give the player a powerful weapon at a certain time in the mod, you can "minimize" the effect to avoid something like doom th comeback :lol:

e.g. you can define a limited number of charge, or a high energyCost.

anyway, thanks for the help.
My asset pack: viewtopic.php?f=22&t=9320

Log1 mod : Toorum Manor: viewtopic.php?f=14&t=5505
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Frenchie
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Re: disintegrate spell?

Post by Frenchie »

I see a couple of ways to make a hostile npc harmless without doing damage:

- a turn (180 degrees) spell for slow monsters
- a sleep or blind spell, so you can flee danger
- a spell to phase through a mob (teleport 2 squares forward)
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