Salk Posted September 26, 2023 Share Posted September 26, 2023 Hello! Quick question: does this action actually destroy the current creature calling it replacing it with another one? I'm asking because I am checking some code and I see the following: ChangeAnimationNoEffect("JA#KEELX") This is in the override script of JA#KEELO.CRE. This creature is spawned regularly at install time while JA#KEELX.CRE is not. Thanks! Quote Link to comment
jmerry Posted September 26, 2023 Share Posted September 26, 2023 ChangeAnimation replaces the creature, while maintaining it as the same object in some sense; spells on the creature, for example, stick around. This can be problematic; I've had issues with mages converting to other creatures and their defensive buffs becoming impossible to remove. Quote Link to comment
Salk Posted September 26, 2023 Author Share Posted September 26, 2023 Thanks, jmerry. In this particular case, I don't think there should be any kind of problems, but I wanted to make sure that ChangeAnimation() was going to do what I suspected. Quote Link to comment
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