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.
disintegrate spell?
disintegrate spell?
Last edited by bongobeat on Mon Feb 16, 2015 2:03 pm, edited 1 time in total.
- Dr.Disaster
- Posts: 2876
- Joined: Wed Aug 15, 2012 11:48 am
Re: disintegrate spell?
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 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.
Re: disintegrate spell?
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.
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.
- Zo Kath Ra
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Re: disintegrate spell?
If you can't make NPC's immune to the Disintegrate spell, you could do what Ultima 4 did: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.
When you leave and re-enter a level, all dead NPC's are alive again.
Re: disintegrate spell?
Maybe you could redefine the spell with your own implementation.
Re: disintegrate spell?
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.
If you aren't interested in contributing anything, have you considered not posting?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.
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I no longer answer scripting questions in private messages. Please ask in a forum topic or this Discord server.
- Dr.Disaster
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Re: disintegrate spell?
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?minmay wrote:If you aren't interested in contributing anything, have you considered not posting?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.
Re: disintegrate spell?
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
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
e.g. you can define a limited number of charge, or a high energyCost.
anyway, thanks for the help.
that's right about killing an npc or not, I was just asking myself if I will allow an NPC to be killed
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
e.g. you can define a limited number of charge, or a high energyCost.
anyway, thanks for the help.
Re: disintegrate spell?
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)
- 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)