Montenstein Posted May 12, 2023 Share Posted May 12, 2023 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? Link to comment Share on other sites More sharing options...
HollownessDevoured Posted May 12, 2023 Share Posted May 12, 2023 (edited) 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 May 12, 2023 by HollownessDevoured Link to comment Share on other sites More sharing options...
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