Et bien disons que là, le PNJ passe bien en pierre, meurt puis se relève et reste en pierre.
Donc ça marche un peu mieux car il garde son effet de pierre en mourant, mais disons qu'ensuite il semble un peu trop Statue vivante que statue morte
Bon je vous montre le script que j'avais fait, enfin l'un de mes script car je l'ai tellement retouché qu'au bout d'un moment
//::///////////////////////////////////////////////
//:: Modified: On Spawn In
//:: from NW_C2_DEFAULT9
//:: now :el_c2_default9 for 'example of creature'
//:: By: Emmanuel Lusinchi (Sentur Signe)
//:: 08/03/2002
//:: Only one line is different
//:: And ondeath need to be active (ie un-commented)
//:://////////////////////////////////////////////
/*
Determines the course of action to be taken
after having just been spawned in
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: Oct 25, 2001
//:://////////////////////////////////////////////
#include "NW_O2_CONINCLUDE"
#include "NW_I0_GENERIC"
//This is the Lootable Corpse Include File
#include "EL_LOOT_INCLUDE"
void main()
{
// OPTIONAL BEHAVIORS (Comment In or Out to Activate ) ****************************************************************************
//SetSpawnInCondition(NW_FLAG_SPECIAL_CONVERSATION);
//SetSpawnInCondition(NW_FLAG_SPECIAL_COMBAT_CONVERSATION);
// This causes the creature to say a special greeting in their conversation file
// upon Perceiving the player. Attach the [NW_D2_GenCheck.nss] script to the desired
// greeting in order to designate it. As the creature is actually saying this to
// himself, don't attach any player responses to the greeting.
//SetSpawnInCondition(NW_FLAG_SHOUT_ATTACK_MY_TARGET);
// This will set the listening pattern on the NPC to attack when allies call
//SetSpawnInCondition(NW_FLAG_STEALTH);
// If the NPC has stealth and they are a rogue go into stealth mode
//SetSpawnInCondition(NW_FLAG_SEARCH);
// If the NPC has Search go into Search Mode
//SetSpawnInCondition(NW_FLAG_SET_WARNINGS);
// This will set the NPC to give a warning to non-enemies before attacking
//SetSpawnInCondition(NW_FLAG_SLEEP);
//Creatures that spawn in during the night will be asleep.
//SetSpawnInCondition(NW_FLAG_DAY_NIGHT_POSTING);
//SetSpawnInCondition(NW_FLAG_APPEAR_SPAWN_IN_ANIMATION);
SetSpawnInCondition(NW_FLAG_IMMOBILE_AMBIENT_ANIMATIONS);
//SetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS);
//This will play Ambient Animations until the NPC sees an enemy or is cleared.
//NOTE that these animations will play automatically for Encounter Creatures.
// NOTE: ONLY ONE OF THE FOLOOWING ESCAPE COMMANDS SHOULD EVER BE ACTIVATED AT ANY ONE TIME.
//SetSpawnInCondition(NW_FLAG_ESCAPE_RETURN); // OPTIONAL BEHAVIOR (Flee to a way point and return a short time later.)
//SetSpawnInCondition(NW_FLAG_ESCAPE_LEAVE); // OPTIONAL BEHAVIOR (Flee to a way point and do not return.)
//SetSpawnInCondition(NW_FLAG_TELEPORT_LEAVE); // OPTIONAL BEHAVIOR (Teleport to safety and do not return.)
//SetSpawnInCondition(NW_FLAG_TELEPORT_RETURN); // OPTIONAL BEHAVIOR (Teleport to safety and return a short time later.)
// CUSTOM USER DEFINED EVENTS
/*
The following settings will allow the user to fire one of the blank user defined events in the NW_D2_DefaultD. Like the
On Spawn In script this script is meant to be customized by the end user to allow for unique behaviors. The user defined
events user 1000 - 1010
*/
//SetSpawnInCondition(NW_FLAG_HEARTBEAT_EVENT); //OPTIONAL BEHAVIOR - Fire User Defined Event 1001
//SetSpawnInCondition(NW_FLAG_PERCIEVE_EVENT); //OPTIONAL BEHAVIOR - Fire User Defined Event 1002
//SetSpawnInCondition(NW_FLAG_ATTACK_EVENT); //OPTIONAL BEHAVIOR - Fire User Defined Event 1005
//SetSpawnInCondition(NW_FLAG_DAMAGED_EVENT); //OPTIONAL BEHAVIOR - Fire User Defined Event 1006
//SetSpawnInCondition(NW_FLAG_DISTURBED_EVENT); //OPTIONAL BEHAVIOR - Fire User Defined Event 1008
//SetSpawnInCondition(NW_FLAG_END_COMBAT_ROUND_EVENT); //OPTIONAL BEHAVIOR - Fire User Defined Event 1003
//SetSpawnInCondition(NW_FLAG_ON_DIALOGUE_EVENT); //OPTIONAL BEHAVIOR - Fire User Defined Event 1004
SetSpawnInCondition(NW_FLAG_DEATH_EVENT); //OPTIONAL BEHAVIOR - Fire User Defined Event 1007
//////Perform the Lootable Corpse actions, with randomized VFX on corspe destruction.
if (d20() > 10)
el_SetCorpseCondition(TRUE, FALSE, 0.0f, 0.0f, 0.0f, -1);
else
el_SetCorpseCondition(TRUE, FALSE, 0.0f, 0.0f, 0.0f, -1);
//////Format: el_SetCorpseCondition(int EL_FLAG_NO_CHEST_LOOT, int EL_FLAG_2X_CHEST_LOOT,float EL_CORPSE_TIMEOUT_NOLOOT,float EL_CORPSE_TIMEOUT_IFLOOT,float EL_CORPSE_CLEANING_DELAY, EL_ONDESTRUCTION_MESSY_EFFECT)
//Kill them so only their corpses will be seen.
int iHitPoints = GetMaxHitPoints();
effect eKill = EffectDamage(iHitPoints + 10);
effect estone = ExtraordinaryEffect(EffectVisualEffect(VFX_DUR_PROT_GREATER_STONESKIN));
DelayCommand(1.0,ApplyEffectToObject(DURATION_TYPE_INSTANT, eKill, OBJECT_SELF));
ApplyEffectToObject(DURATION_TYPE_PERMANENT, estone, OBJECT_SELF);
// DEFAULT GENERIC BEHAVIOR (DO NOT TOUCH) *****************************************************************************************
SetListeningPatterns(); // Goes through and sets up which shouts the NPC will listen to.
WalkWayPoints(); // Optional Parameter: void WalkWayPoints(int nRun = FALSE, float fPause = 1.0)
// 1. Looks to see if any Way Points in the module have the tag "WP_" + NPC TAG + "_0X", if so walk them
// 2. If the tag of the Way Point is "POST_" + NPC TAG the creature will return this way point after
// combat.
// GenerateNPCTreasure(); //* Use this to create a small amount of treasure on the creature
}
Ce script vient en fait du module Witch Wake's où il marche très bien pour les PNJ mort en debut de jeu, et j'ai essayé donc de le retoucher pour mes PNJ mort pétrifiés et il semble qu'il même po trop
Donc si vous voyez d'où vient le problème je suis preneur.