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Anyone know what to add to this to remove the Ghost VFX?


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In relation to the Gauntlet part of the game, the Dopplegangers specifically.

#include "utility_h"
#include "wrappers_h"
#include "urn_constants_h"
#include "urn_functions_h"
#include "plt_gen00pt_party_sc"
#include "plt_urn230pt_gauntlet"
void main()
{
   object oArea = GetObjectByTag("urn230ar_the_gauntlet");
   object oSairDG = GetObjectByTag("urn230cr_sairelle");
   effect eTransparent = Effect( EFFECT_TYPE_ALPHA );
   eTransparent = SetEffectEngineFloat( eTransparent, EFFECT_FLOAT_POTENCY, 0.5 );
  
   if (WR_GetPlotFlag(PLT_URN230PT_GAUNTLET, GAUNTLET_QUEST_DONE) == FALSE)
   {
        if (WR_GetPlotFlag(PLT_GEN00PT_PARTY_SC, SAIRELLE_IN_PARTY) == TRUE)
        {
        SetObjectActive(oSairDG, TRUE);
        AddAbility(oSairDG, ABILITY_TRAIT_GHOST);
        SetTeamId(oSairDG, URN_TEAM_DOPPELGANGER);
        ApplyEffectOnObject( EFFECT_DURATION_TYPE_PERMANENT, eTransparent, oSairDG );       
        }
   }   
}

Judging by the "urn_constants_h" and "urn_functions_h", this is what is applied to the vanilla followers. Though they do not have the golden ghost VFX.

 

I need:

AddAbility(oSairDG, ABILITY_TRAIT_GHOST);

So that upon death the character disappears like the any other ghost, but this also adds VFX.

 

What do I need to add to remove that effect?

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Funny enough, I was playing with some spectre/ghost type scripts cause I was trying something for this ghost/spectre death effect too. I tried this upon death. It isn't the same poof death but the body disappears after.

        case EVENT_TYPE_DEATH:
        {
            Safe_Destroy_Object(OBJECT_SELF, 0);
            break;
        }

maybe?

        case EVENT_TYPE_DEATH:
        {
            RemoveAbility(oSairDG, ABILITY_TRAIT_GHOST);
            Safe_Destroy_Object(OBJECT_SELF, 0);
            break;
        }
Edited by HollownessDevoured
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