Okay...
I see the Bird hak does have its own appearance.2da file with both Flying/Walking types.
Could I not just use a numeric value to reference it via the script?
Instead of,
SetCreatureAppearanceType(OBJECT_SELF, APPEARANCE_TYPE_SEAGULL_FLYING);
effect eFly = EffectDisappearAppear(GetLocation(OBJECT_SELF));
DelayCommand(0.7, ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eFly, OBJECT_SELF, 30.0));
DelayCommand(22.1, SetCreatureAppearanceType(OBJECT_SELF, APPEARANCE_TYPE_SEAGULL_WALKING));
I'd be able to do,
SetCreatureAppearanceType(OBJECT_SELF, 284);
effect eFly = EffectDisappearAppear(GetLocation(OBJECT_SELF));
DelayCommand(0.7, ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eFly, OBJECT_SELF, 30.0));
DelayCommand(22.1, SetCreatureAppearanceType(OBJECT_SELF, 285));
As an example?
Where the numeric value is the appropriate appearance line # in appearance.2da.
I'm not able to test that at the moment, but if a numeric value can be used with SetCreatureAppearanceType, then I'm good to go.
If it requires an APPEARANCE_TYPE_ to work, that I don't understand how to create.
APPEARANCE_TYPE_BLUEJAY_WALKING
APPEARANCE_TYPE_BLUEJAY_FLYING
etc.
FP!