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Morrowind Mods: New Bloodmoon Scripting Functions for modders

(PC: Single-Player RPG) | Posted by @ Thursday - June 05, 2003 - 13:15 -
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Not many new functions it seems:
PlaceAtMe, "ID", [direction(0-3)], [distance], [amount]
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Works identically to PlaceAtPC, except for other objects instead of the player - can be used like the Drop command (since the Drop command doesn't work), but can also be used to keep a large battle going indefinitely by creating a number of activators and spawning in warriors at these activators every time one of them dies (I believe they do this in the game). Can also be used to create a 'dispenser' object, that places a new object in the gamewordl every so often if it's taken (ie, a fruit tree with visible fruit that grows back after the PC takes it, or a food/potion dispenser that replaces a potion on a table anytime the PC takes one).


PlaceItem, "ID" [xpos] [ypos] [zpos] [rotationamount]
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Actually, this one was included in Tribunal, so never mind.... Thanks to vanhikes for pointing that out. See the below, though...


Becomewerewolf
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Turn the calling object into a werewolf - Only works properly for NPC's, HOWEVER, it can be used on creatures for some weird effects (more later). Effected NPC's take on the werewolf mesh, removing all clothing and weapons, and RETAINING ALL AI SETTINGS - which means an NPC turned into a werewolf may not be able to talk, but he/she will have the same Idle, Fight, and Hello, settings, etc. (though they'll just track the PC on Hello triggers, no dialogue). Likewise, already attacking NPC's will simply keep attacking, albeit in a new form - scripts seem to continue to run fine, as the object ID seems to remain the same. I'm unsure if stats on NPC's affected by this function call are changed or not - Speed is definitely not changed, so presumably it's only attack damage and/or hit chance that changes.

Weird Note: This command can be used on creatures, with varying effects - the creature NIF/appearance will NOT be swapped out, nor will their 'Name' tag say 'werewolf', as it does on NPC's - and it only seems to work for certain creatures, changing their attack sound and attack stats, if I'm not mistaken. Creatures with Weapon & Shield bone entries will unequip whatever they're holding and go hand-to-hand - and as I said the attack sound changes to a werewolf growl, but otherwise Idle and other sounds seem to remain the same. It's amusing when used on Reiklings - they become little snarling, boxing, midgets.
You can check the whole thread for more details
 
 
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