Basilisk petrification when ambushed.
CLsdlt80
Member Posts: 82
Haven't played in a while, but I remember when NPCs were petrified you could restore them as long as the statue was intact and only if the statue broke (you could visually see the statue break), were they and their equipment lost forever.
Got ambushed by Basilisk close to Durlag's Tower and when it petrified my tank NPC the moment it got petrified there was no trace of statue, it just disappeared. I had scrolls to restore him and killing the Basilisk would've meant a nice XP number to the rest of the party.
Anyone else experience this? Maybe this is because it happened in an ambush area? I haven't been petrified anywhere else in this campaign so I wouldn't know if this is also happening on regular areas. Playing the latest patch 2.6.5.0. I tried it a second time (reloaded to get ambushed) and it happened the same way: NPC removed from the right frame and no trace of statue or broken stone.
Got ambushed by Basilisk close to Durlag's Tower and when it petrified my tank NPC the moment it got petrified there was no trace of statue, it just disappeared. I had scrolls to restore him and killing the Basilisk would've meant a nice XP number to the rest of the party.
Anyone else experience this? Maybe this is because it happened in an ambush area? I haven't been petrified anywhere else in this campaign so I wouldn't know if this is also happening on regular areas. Playing the latest patch 2.6.5.0. I tried it a second time (reloaded to get ambushed) and it happened the same way: NPC removed from the right frame and no trace of statue or broken stone.
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Imoen was the only character not to disappear upon being petrified out of 6 tested. Her "Player2" status and her level don't seem to be the cause. Maybe this has to do with what happens when a character leaves the party, but using C:Eval("LeaveParty()") with the mouse cursor over Shar-Teel in AR5901, she leaves the party and stays around.
Scripted behavior for all the EE NPCs:
@kjeron, any tips to be able to change this behaviour? It breaks the immersion tbh, since it's a situation you can come out without any perma-deaths/perma-equipment loss if certain conditions are met: statue unbroken, carrying scrolls stone to flesh.
You can easily rectify it without modding through the console, though you still lose some immersion: Do this in a non-random encounter area, near a door. It will teleport the statue next to that door.
[127] will target the nearest area object (such as a door), which is necessary because targeting a creature would spawn them directly on top of each other, resulting in them both being stuck in place.
Otherwise the easiest way would be to replace the "Die()" trigger with "StateCheck(Myself,STATE_DEAD)" in all the necessary scripts (~28 of them). That would exclude Petrification - at least while they remain a statue. If they're hit and chunked they would then register as STATE_DEAD and be whisked away. If you left them there as a statue and managed another random encounter in that specific random encounter area, they would still be there.
worked like a charm with AJANTIS.bcs using DLTCEP, thanks!
Correct if I'm wrong but if I were to delete this entire section in every recruitable NPC script:
what would the result be if they die in a random area? They will never perma-die in random areas? is that what DestroySelf() is?
For non-global creatures, DestroySelf effectively removes them from the game.