Author Topic: Blood colour  (Read 305 times)

Legacy_Failed.Bard

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Blood colour
« on: June 13, 2011, 03:21:31 pm »


                  I'll say this at the start, I know default blood colour is set in the appearance.2da, that isn't what I'll be asking about here.

  Since it'd be insanely impractical and inefficient to do a 2da read for every hit in melee, the blood colour must be getting stored on the creature object when it's created, but is it possible in any way to change this, either scripted normally, or with a NWNX script?

  The ability to do this would make the scaleable creatures in CEP considerably more useful to me, since having all of their blood effects forced to be the same is a bit of an annoyance when trying to make a scaled creature react the same as the "normal" ones in combat.
  It's a minor thing, really, but having a scaled air elemental gushing blood just looks silly, and it detracts from the effect I'm trying to achieve overall in my mod.
               
               

               
            

Legacy_GhostOfGod

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Blood colour
« Reply #1 on: June 14, 2011, 02:41:29 am »


               The only way I know how to mess with this, would be to apply the visual effects in the OnDamaged event of the creature. You could store the visual effect constant integer on the creature that you want that creature to use when it's hit. Then in your OnDamaged script, it can grab that visual int and then apply the visual effect to the creature. The VFX_COM_XXXXXX are the visual effect constants that you will want to check out.

Hope it helps. Good luck.