Author Sticky: Post Working Scripts Here
Todmaerin Posted: Sunday, 23 June 10:25PM
Creating NPC Statues for effect, inspired by, god, I wish I could remember who it was in the DM forum. Instructions within.

EDIT: I was just playing a bit more with the script and found that replicating the statue (for a gallery of them) would require more instances of the script due to unique tags. Changed "GetObjectByTag" to "OBJECT_SELF" in the object declaration, and the instructions in the header. CTL-C/CTL-V replicating works much better now, and with only once instance of the script in the module. Silly me.


NWScript:
//:: Name: NPC Statues

//:: FileName: npc_statue

// Used to make a sort of "living statue" prop to

// add a bit of eerie ambience to an area.

// 1. Create a custom NPC

// 2. Place whatever you wish in its inventory--

//    torches/light items recommended

// 3. Remove all scripts from NPC

// 4. Place this script in OnSpawn

// 5. Place NPC in area

//

// Created By:  Todmaerin

// Created On:  6/23/02

void main()

{

 // Target NPC

 object oTarget = OBJECT_SELF;

 

 // Don't want this wearing off now, do we?

 int nDurationType = DURATION_TYPE_PERMANENT;

 

 // Declare effect1, the paralyze.

 effect eEffect1 = EffectParalyze();

 

 // Declare effect2, the stoneskin visual

 effect eEffect2 = EffectVisualEffect (VFX_DUR_PROT_STONESKIN);

 

 // now apply it, and keep it.

 ApplyEffectToObject (nDurationType, eEffect1, oTarget);

 ApplyEffectToObject (nDurationType, eEffect2, oTarget);

 SetPlotFlag(oTarget, TRUE);

}