[(BG1) MINOR BUG] Flesh-to-Stone victims can shift
OBSERVED:
Although the game does a great job of keeping them generally very still, it is possible to make them shift positions by merely clicking on them as if to interact with them...
I also noticed that Tamah shifted as if to flee from Mutamin when I lured him near before letting him go hostile. This probably only applies in BG1 to Tamah (TAMAH.CRE, AR3500, x=1429, y=822) and Branwen (BRANWE.CRE, AR4900, x=3251, y=2882), but still...
EXPECTED:
Keep them incapable of reacting to their surroundings.
Although the game does a great job of keeping them generally very still, it is possible to make them shift positions by merely clicking on them as if to interact with them...
I also noticed that Tamah shifted as if to flee from Mutamin when I lured him near before letting him go hostile. This probably only applies in BG1 to Tamah (TAMAH.CRE, AR3500, x=1429, y=822) and Branwen (BRANWE.CRE, AR4900, x=3251, y=2882), but still...
EXPECTED:
Keep them incapable of reacting to their surroundings.
Post edited by Tanthalas on
2
Comments
You can't interact with stoned people anymore... faaar out, man.
Excellent: no reaction at all if right-clicked or left-clicked. I wouldn't worry about heavy-handedness regarding stone beings either...
Confirmed Not Fixed
Stoned people run away if they've seen an enemy nearby before being released from stoning. That is, if an enemy was nearby that would've caused Tamah to run, she'll run even if the enemy is killed well before releasing her from stone. If you don't kill anything in her sight, she doesn't run otherwise.
@SethDavis
Maybe add a ClearAllActions for the petrification-release scripting?
Well, it woudn't be a matter of preventing all scripted behavior. Death should be death. Not sure how @SethDavis has reworked the Petrification effect though, so...
http://forum.baldursgate.com/discussion/1297/bgee-bug-tamah-flees-once-released-from-stone
Moved the relevant discussion there, but left @Wisp's comments because they pertain to how or whether at all to meddle with Petrification conditions.
I think it should be "So the witch Dynaheir is dead! I would have thought her more formidable [...]" in dialogue mode.
The checkmate bit is part of his soundset, the react-to-die-specific bit. For a reference point, you could always kill her normally and see how he reacts. Sorry I can't be of more help.
Potentially fixed - Cleaned up petrified behaviour a bit.
-Rather than not processing AI, petrified creatures are not able to change their animation sequence. This leaves them in the ready stance, rather than the at ease stance they were in, but it's a bit odd for someone to be petrified at ease anyway.
-Upon release they were looking to start dialogue with the protagonist. Switched it to start dialogue with the source of their freedom.
[NOTE] Whose idea was it to have characters start conversations from another characters script anyway? It's evil!
@SethDavis
As @Avenger_teambg mentioned, it's now prompting for a force-dialog twice somehow, not always with the Felonious Gist folks (AR0719)- or at least I got the double-dialog rarely in tests with them- but always with Tamah (AR3500) and Branwen (AR4900). And in Branwen's case the 2nd dialog prompted is the "join or not" dialog. It would probably work ok if the double-prompt could be removed. And It also initiates dialog instantly. Would be better after 1 sec of seeing the Stone-to-Flesh animation near complete.
Note also that CLUAing a bandit into 0719 and shooting it emits their SHOUT.DLG which turns 3 of the 5 "Statues" from blue circles to red circles (all but the two at the edges of the triangle). The same doesn't apply to Tamah and Branwen who ignored the Bandit Call.
But on the bright side there's still no twitching, they now don't run away regardless of any previous monsters or combat in the area, and it does auto-prompt for dialog. :-)