Author Topic: Polymorph/Shifting issue with DM-possessed NPCs  (Read 1359 times)

Legacy_Monsieur T

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Polymorph/Shifting issue with DM-possessed NPCs
« on: May 21, 2011, 07:18:52 pm »


               Whenever I try to have a correctly-built NPC utilize spells/abilities such as Polymorph Self and Wildshape etc, the NPC starts the casting process but then it seems to fizzle out leaving the NPC untransformed.
Is this a known issue, or am I just being dense?
Any help would be most gratefully received.
P.S. The DM Avatar itself is able to transform, but there seems to be no way back afterwards!
Thanks,
T.
               
               

               
            

Legacy_Shadooow

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Polymorph/Shifting issue with DM-possessed NPCs
« Reply #1 on: May 22, 2011, 01:32:03 am »


               afaik its AI issue, standard AI consider polymorph to be not as effective so just unshift after

i may be wrong i was out of nwn too long so ill check tomorrow

DM issue is known, you need custom script/device to unpolymorph
               
               

               


                     Modifié par ShaDoOoW, 22 mai 2011 - 12:32 .
                     
                  


            

Legacy_Monsieur T

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Polymorph/Shifting issue with DM-possessed NPCs
« Reply #2 on: May 23, 2011, 07:28:45 pm »


               Thanks very much, ShaDoOow.
I'm not sure I made myself clear.
The polymorphs etc work fine for NPCs in-game, but when the same NPCs are possessed in the DM client, they do not!
Also, if you have any ideas where I should look for a DM's unpolymorph device, that would be great.
Any further input will be most valuable and happily received.
My thanks again,
T
               
               

               
            

Legacy_Khuzadrepa

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Polymorph/Shifting issue with DM-possessed NPCs
« Reply #3 on: May 24, 2011, 01:07:17 am »


               For a DM device to remove polymorph, you can use a snippet like this for your object:

object oItem = GetItemActivated();
object oPC = GetItemActivator();
oTarget = GetItemActivatedTarget();

if (GetTag(oItem) == "DM_CANCELPOLY" && GetIsDM(oPC))
{
        RemoveSpecificEffect(EFFECT_TYPE_POLYMORPH, oTarget);
}
This code only assumes you have an item tagged DM_CANCELPOLY in your module, and would be inserted in the OnActivateItem event (and modified to work with whatever you already have in there.)
Hope that helps!
               
               

               


                     Modifié par Khuzadrepa, 24 mai 2011 - 12:09 .
                     
                  


            

Legacy_Shadooow

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Polymorph/Shifting issue with DM-possessed NPCs
« Reply #4 on: May 24, 2011, 02:29:13 am »


               

Khuzadrepa wrote...

For a DM device to remove polymorph, you can use a snippet like this for your object:


object oItem = GetItemActivated();
object oPC = GetItemActivator();
oTarget = GetItemActivatedTarget();

if (GetTag(oItem) == "DM_CANCELPOLY" && GetIsDM(oPC))
{
        RemoveSpecificEffect(EFFECT_TYPE_POLYMORPH, oTarget);
}
This code only assumes you have an item tagged DM_CANCELPOLY in your module, and would be inserted in the OnActivateItem event (and modified to work with whatever you already have in there.)
Hope that helps!

hmm not sure if dm can use item's unique power in polymorph now
               
               

               
            

Legacy_Khuzadrepa

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Polymorph/Shifting issue with DM-possessed NPCs
« Reply #5 on: May 24, 2011, 02:31:48 pm »


               

ShaDoOoW wrote...
hmm not sure if dm can use item's unique power in polymorph now

That's true... you would be limited in what items could be used if they are trying to use it on themselves.  Polymorphed creatues can use potions, though.
               
               

               


                     Modifié par Khuzadrepa, 24 mai 2011 - 01:37 .
                     
                  


            

Legacy_Failed.Bard

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Polymorph/Shifting issue with DM-possessed NPCs
« Reply #6 on: June 01, 2011, 09:18:04 am »


               For a DM self cancelling polymorph, I found resting works, though it's not always practical to do so.  I use an altered rest script in my mod, so I can't say if that will work in all mods, but I expect it should.
 I think a command activated through the chat function would be most practical, overall.