activation du bâton
void main()
{
object oItem = GetItemActivated();
object oActivator = GetItemActivator();
if(GetTag(oItem)=="batonbalor")
{
location lWhere = GetLocation (oActivator);
effect eEtheral = EffectVisualEffect(VFX_FNF_FIRESTORM);
effect eEtheral2 = EffectVisualEffect(VFX_FNF_SCREEN_SHAKE);
ApplyEffectAtLocation(DURATION_TYPE_INSTANT,eEtheral,lWhere,0.0);
ApplyEffectAtLocation(DURATION_TYPE_INSTANT,eEtheral2,lWhere,0.0);
CreateObject(OBJECT_TYPE_CREATURE,"demon_perso",lWhere, TRUE);
CreateObject(OBJECT_TYPE_CREATURE,"demon_perso2",lWhere, TRUE);
CreateObject(OBJECT_TYPE_CREATURE,"demon_perso3",lWhere, TRUE);
CreateObject(OBJECT_TYPE_CREATURE,"demon_perso4",lWhere, TRUE);
return;
}
}
Renvoie des balors
void main()
{
object oDestroy = GetObjectByTag("NW_DEMON001");
effect eEtheral = EffectVisualEffect(VFX_IMP_UNSUMMON );
DelayCommand(1.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eEtheral, oDestroy));
DestroyObject(oDestroy, 1.0);
DestroyObject(GetObjectByTag("NW_DEMON2"),1.0);
DestroyObject(GetObjectByTag("NW_DEMON3"),1.0);
DestroyObject(GetObjectByTag("NW_DEMON4"),1.0);
}
Seigneur Balor, quand on lui dit de suivre le PJ
void main()
{
SetAssociateListenPatterns();
SetLocalInt(OBJECT_SELF,"NW_COM_MODE_COMBAT",ASSOCIATE_COMMAND_ATTACKNEAREST);
SetLocalInt(OBJECT_SELF,"NW_COM_MODE_MOVEMENT",ASSOCIATE_COMMAND_FOLLOWMASTER);
AddHenchman(GetPCSpeaker());
}
les balors ont le script nwn NW_CH_AC9 modifié pour suivre, avec les rajouts suivant :
SetAssociateListenPatterns();
SetLocalInt(OBJECT_SELF,"NW_COM_MODE_COMBAT",ASSOCIATE_COMMAND_ATTACKNEAREST);
SetLocalInt(OBJECT_SELF,"NW_COM_MODE_MOVEMENT",ASSOCIATE_COMMAND_FOLLOWMASTER);
AddHenchman(GetObjectByTag("NW_DEMON001"));
(le tag NW_DEMON001 change suivant lequel des balor il s'agit)