Echon Posted September 14, 2004 Share Posted September 14, 2004 This action changes the user into the targeted CRE, complete with scripts, items, spells and so on. -Echon Link to comment
igi Posted September 21, 2004 Share Posted September 21, 2004 Noted. In BG2 this action seems to just summon the creature specified. Although, the game-scripts appear to reference a script instead of a creature? Link to comment
igi Posted April 4, 2005 Share Posted April 4, 2005 *bump* Can anyone confirm, or test this? If not, I'll just edit the IESDP to state that it formats your computers hard drive, and makes you see yellow spots. And crashes your car. Link to comment
Avenger Posted April 4, 2005 Share Posted April 4, 2005 It is listed in bg2. Just check the highest existing action in bg1. Anything lower (that works in bg2) should work in bg1. Link to comment
Echon Posted April 5, 2005 Author Share Posted April 5, 2005 It does work in BG. The greater dopplegangers in Durlag's Tower use it. -Echon Link to comment
Avenger Posted June 16, 2005 Share Posted June 16, 2005 No igi, this action references creatures. Though those creatures got scripts of the same name. Now, what is the difference between this one and PolymorphCopy(o:object) Ok, this one takes only a resref, and that one takes an actor. Both effects copy animation, scripts?, items?, spells? It would be quite weird if they copy scripts. Doppleganger are not supposed to copy spells and scripts, maybe items and definitely animation. Can ChangeAnimation copy a currently unloaded creature resref? Link to comment
devSin Posted June 16, 2005 Share Posted June 16, 2005 AFAIK, ChangeAnimation() and ChangeAnimationNoEffect() replace the current creature with the specified object. They're used everywhere in Baldur's Gate II (Irenicus, Lavok, trolls, etc.), and completely destroy the current object and bring in the new one (sort of like a CreateCreature() + DestroySelf() combo). Both varieties need a creature definition resref. The Polymorph() actions only do the polymorph stuff (I don't even know what the effect entails, but scripts and dialogues and the script name are all left in-tact, as well as the soundset and probably everything other than stats and maybe items and effects). It's just used to make you look purty, I think. My guess is that the different actions correspond to the different parameters for the polymorph effect (appearance only = animation ID, change into = copy CRE resref, etc.). Link to comment
Guest avenger_work Posted June 17, 2005 Share Posted June 17, 2005 This makes sense. So, changeanimation creates a new creature in place of the original one. Now, what happens if a player (or a creature affected by MakeGlobal) executes it. Will it be expelled from the party (and the game file) ? Link to comment
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