i build these areas some time ago, it was ment to be a temple for Myrkul, and a area for: the cult of the dragon. but i guess with some changes it could be used for something else, if you are interested. though i havent changed the placebuls, so that they can be destroyed or what it is. but those things can be changed :)
Looks like we might be able to use for something yeah, maybe after adding some more stuff to make it seem less bare, but basic look is nice...
Unfortunately main builder (Mr_Otyugh) isn't available for a while, so can't really make it ready for game, if you want though you can send it to me and I'll atleast put it in the unfinished areas pile hehe...
and there are other parts of the area, with more in them. these where just the screens i took as i didnt want to show to much, as it was ment to be a secret place, for the server i first tried to get it added :) there is a smally libray, sleeping chambers and a alchemy place, to name some things :)
it should have been send now, compressed and such.
when you look at it, the biggest area (cult area) there is a light beam in the end, in on of the sides, it was to remind me, and i was trying to find a way, to represent a dragon should be able to get in, some way.
and the statue in the area with the green water, has myrkuls description
I'll take a look when I get a chance, or get an actual area builder to look at it hehe
I know MoW expansion has a dragon statue, and I'd been meaning to get a script that has a npc rooted and without idle animation to make statues... will look into it
You ask, and you shall receive. A friend of mine put this together for me about two and a half years ago for just the purpose you describe in a server I was doing quite a bit of the design for... this freezes the npc in the "worship" position. I had it combined with grey skin; I like to think it turned out well.
wrote:void main() { float fFacing = GetFacing(OBJECT_SELF); SetFacing(fFacing); if(GetLocalInt(OBJECT_SELF, "doOnce") == FALSE) Â Â { Â Â Â Â SetLocalInt(OBJECT_SELF, "doOnce", TRUE); Â Â Â Â effect eFreeze = EffectVisualEffect(VFX_DUR_FREEZE_ANIMATION); Â Â Â Â if(GetPlotFlag(OBJECT_SELF) == TRUE) Â Â Â Â { Â Â Â Â Â SetPlotFlag(OBJECT_SELF, FALSE); Â Â Â Â } Â Â Â Â if(GetImmortal(OBJECT_SELF) == TRUE) Â Â Â Â { Â Â Â Â Â SetImmortal(OBJECT_SELF, FALSE); Â Â Â Â } Â AssignCommand(OBJECT_SELF, ClearAllActions()); Â Â Â DelayCommand(60.0, AssignCommand(OBJECT_SELF, PlayAnimation(ANIMATION_LOOPING_WORSHIP, 2.0, 9999.0))); Â Â Â DelayCommand(61.0, ApplyEffectToObject(DURATION_TYPE_PERMANENT, eFreeze, OBJECT_SELF)); Â Â Â SetPlotFlag(OBJECT_SELF, TRUE); Â Â Â SetImmortal(OBJECT_SELF, TRUE); Â Â } }