A couple of animation curiosities
Goida
Member Posts: 118
When the Animation Change opcode is cast on someone using the Remove Temporary Change setting, the target's animation permanently switches to that of the caster. The other one is that Raise Dead with the Restore Animation option only creates the right bodies for creatures who have a normal class. Everybody else gets a male or female cleric's body. Anybody know where this is set up?
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If you use timing mode 1, it will be permanent, just as it is when using the other change settings. The animation is reset as if going through the CHARGEN process - whatever animation that race/gender/class would be granted at character creation is the animation it will receive, the default being HUMAN_GENDER_CLERIC.
Incidentally, this means Raise Dead can be used on the living on switch someone to a cleric animation.
To give them a default animation - ask Beamdog.
To restore it manually: You would have to apply separate effects through EFF files filtered through opcode 177 by race&class for every animation, and hope that each animation has a unique race/class combination.
All of the creatures color indexes are set to 70, 71, or 72 depending on the death type (chunk, frozen, stoned). For PC-animations, there is no way to restore their previous colors, you could only assign preset/randomized new ones. For non-PC animations, this is only an issue for a handful of them that use the same coloring system as the PC-animations (ogre among them). Others, like the Carrion Crawler, are not affected by their color indexes. The way to determine if an animation uses it's color indexes is this line:
"false_color=1" in it's respective *.INI file.
Alternatively, for chunked creatures, replace "Raise Dead" with "Reincarnate", and randomly assign a new animation and color scheme regardless of their originals.