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Divinity original sin 2 gargoyle maze rat
Divinity original sin 2 gargoyle maze rat








divinity original sin 2 gargoyle maze rat

REGION Rat in maze IF CharacterUsedSkillOnTarget(_Player, CHARACTERGUID_S_FTJ_SW_MazeInsideRat_4d27841e-cbe7-4240-b7d7-b40ce922665a, _, _) THEN CharacterDie(CHARACTERGUID_S_FTJ_SW_MazeInsideRat_4d27841e-cbe7-4240-b7d7-b40ce922665a, 0, "DoT") ProcObjectTimer(_Player, "FTJ_SW_InsideRatDied", 4000) PROC ProcObjectTimerFinished(_Player, "FTJ_SW_InsideRatDied") AND ObjectGetFlag(_Player, "FTJ_SW_ToldLyingRatYes", 1) THEN StartVoiceBark("FTJ_SW_VB_InsideRatDied", (CHARACTERGUID)_Player) IF ObjectFlagSet("FTJ_SW_ToldLyingRatYes", _Player, _) THEN CharacterSetReactionPriority(CHARACTERGUID_S_FTJ_SW_MazeInsideRat_4d27841e-cbe7-4240-b7d7-b40ce922665a, "FleeFromPlayer", 0) CharacterSetReactionPriority(CHARACTERGUID_S_FTJ_SW_MazeInsideRat_4d27841e-cbe7-4240-b7d7-b40ce922665a, "WanderAbout", 0) IF ObjectFlagSet("FTJ_SW_ToldRattusVerrusYes",_Player, _) THEN CharacterSetReactionPriority(CHARACTERGUID_S_FTJ_SW_MazeOutsideRat_a8b53e17-07f1-43fb-832c-93c9ff9fb25d, "FleeFromPlayer", 0) CharacterSetReactionPriority(CHARACTERGUID_S_FTJ_SW_MazeOutsideRat_a8b53e17-07f1-43fb-832c-93c9ff9fb25d, "WanderAbout", 0) IF CharacterUsedSkillOnTarget(_Player, CHARACTERGUID_S_FTJ_SW_MazeOutsideRat_a8b53e17-07f1-43fb-832c-93c9ff9fb25d, _, _) THEN ObjectSetFlag(_Player, "FTJ_SW_UsedMagicOnRattusVerrus", 0) ObjectSetFlag(CHARACTERGUID_S_FTJ_SW_MazeOutsideRat_a8b53e17-07f1-43fb-832c-93c9ff9fb25d, "FTJ_SW_GotMagic", 0) CharacterSetReactionPriority(CHARACTERGUID_S_FTJ_SW_MazeOutsideRat_a8b53e17-07f1-43fb-832c-93c9ff9fb25d, "FleeFromPlayer", 100) CharacterSetReactionPriority(CHARACTERGUID_S_FTJ_SW_MazeOutsideRat_a8b53e17-07f1-43fb-832c-93c9ff9fb25d, "WanderAbout", 50) //END_REGION If skill used on truthful rat set flags ([resumably to respond he's been cured) for rat and have him wander about.

divinity original sin 2 gargoyle maze rat

#Divinity original sin 2 gargoyle maze rat code

I've pasted the code below, basically, if skill used on lying rat trigger death and voice line. Upon killing him, one of the character will remark that death was probably what he wanted.įor any of those still in doubt, a steam user pulled the codes for the rats and it seemed this one is supposed to die.You will meet him in Braccus Rex's Tower.Once being "glanced with a magic spell the dialogue changes to "my aren't you good looking" followed by ".im lying" as now he can do both.This rat is a separate NPC from the rat outside in the maze, who can be cured, though you do not need Bless to help that rat either.It was possibly designed to convince you to waste a Source Point by casting Bless, since up to now it has been used to cure other curses. Code mining reveals that he is scripted to die with no other solutions available. There is no method of actually curing this rat.

divinity original sin 2 gargoyle maze rat

  • When he does die from your doing, A Character will say something along the lines of " I think thats what he wanted all along.".
  • We can consider this rat is permanently lying or being sarcastic, therefore when he says "I don't think the problem is in my head", this would mean his problem is in fact a mental one. When you talk to him again after agreeing to "heal him", he will say "You still don't look lost." Then you ask if he's still being sarcastic which he replies " Narrator - *He looks at you as if to say 'well, duh'." This is the only known difference in the encounter.
  • Almost every spell casted on him will kill him, although a glancing blow from a staff blast seems to work.
  • He asks the player not to help him lift his curse. Just like Rattus Verus, he is under a curse, but his curse is that he can only speak lies. Rattus Perfidus is a NPC (rat) in Divinity: Original Sin 2.










    Divinity original sin 2 gargoyle maze rat