Player Resource Consortium
Neverwinter Nights => Help => Topic started by: Dark_Ansem on August 03, 2011, 10:32:21 AM
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let's say I have an undead monster with these stats
Size/Type: Medium Undead (Extraplanar)
Hit Dice: 9d12 (58 hp)
Initiative: +6
Speed: 20 ft. (4 squares)
Armor Class: 20 (+2 Dex, +8 natural), touch 12, flat-footed 18
Base Attack/Grapple: +4/+5
Attack: Slam +6 melee (1d8+1)
Full Attack: Slam +6 melee (1d8+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Death gaze
Special Qualities: Damage reduction 10/cold iron, darkvision 60 ft., immunity to electricity, resistance to acid 10 and fire 10, undead traits, vulnerability to sunlight
Saves: Fort +3, Ref +5, Will +7
Abilities: Str 13, Dex 15, Con Ø, Int 6, Wis 12, Cha 12
Skills: Listen +11, Move Silently +10, Spot +11
Feats: Alertness, Dodge, Improved Initiative, Weapon Focus (slam)
Environment: A chaotic evil-aligned plane
Organization: Solitary or gang (2-4)
Challenge Rating: 8
Treasure: None
Alignment: Always chaotic evil
Advancement: 10-13 HD (Medium); 14-27 HD (Large)
Level Adjustment: —
how would you calculate the missing Ability score? since in Aurora-engine games nonabilities have to be emulated?
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let's say I have an undead monster with these stats
Size/Type: Medium Undead (Extraplanar)
Hit Dice: 9d12 (58 hp)
Initiative: +6
Speed: 20 ft. (4 squares)
Armor Class: 20 (+2 Dex, +8 natural), touch 12, flat-footed 18
Base Attack/Grapple: +4/+5
Attack: Slam +6 melee (1d8+1)
Full Attack: Slam +6 melee (1d8+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Death gaze
Special Qualities: Damage reduction 10/cold iron, darkvision 60 ft., immunity to electricity, resistance to acid 10 and fire 10, undead traits, vulnerability to sunlight
Saves: Fort +3, Ref +5, Will +7
Abilities: Str 13, Dex 15, Con Ø, Int 6, Wis 12, Cha 12
Skills: Listen +11, Move Silently +10, Spot +11
Feats: Alertness, Dodge, Improved Initiative, Weapon Focus (slam)
Environment: A chaotic evil-aligned plane
Organization: Solitary or gang (2-4)
Challenge Rating: 8
Treasure: None
Alignment: Always chaotic evil
Advancement: 10-13 HD (Medium); 14-27 HD (Large)
Level Adjustment: —
how would you calculate the missing Ability score? since in Aurora-engine games nonabilities have to be emulated?
I've checked bodaks blueprint in toolset - it has Constitution = 10. I would leave it that way.
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a nonability is 10 then? due to the +0 thing. thanks
after all, saves can be adjusted manually, that is true. I wondered if there was a more precise way tho.
how can I make an incorporeal creature, then, like a Dread Wraith?
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a nonability is 10 then? due to the +0 thing. thanks
after all, saves can be adjusted manually, that is true. I wondered if there was a more precise way tho.
how can I make an incorporeal creature, then, like a Dread Wraith?
NPC? I suggest using bioware blueprints as templates.
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what about incorporeal PCs, like with a template? :P
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what about incorporeal PCs, like with a template? :P
From SRD:
Nonabilities
Some creatures lack certain ability scores. These creatures do not have an ability score of 0—they lack the ability altogether. The modifier for a nonability is +0. Other effects of nonabilities are detailed in the ability's description.
In NWN character gets +0 modifier with ability score = 10.
Any creature that can physically manipulate other objects has at least 1 point of Strength. A creature with no Strength score can’t exert force, usually because it has no physical body or because it doesn’t move. The creature automatically fails Strength checks. If the creature can attack, it applies its Dexterity modifier to its base attack bonus instead of a Strength modifier.
You would have to modify all scripts that make Strength check and add auto-fail for incorporeal creatures. You could also add 'No Combat Damage' to any weapon equipped (although incorporeal creatures should have no items in inventory, but that will not work in NWN) and use Dexterity modifier for every other attack that creature has.
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thanks xwarren, that is true for strength. I hoped there was a workaraound like the one you use for constitution...
what about making a property (like those added to weapons) that acts as a script workaround, to attach to creature hide?
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a nonability is 10 then? due to the +0 thing. thanks
after all, saves can be adjusted manually, that is true. I wondered if there was a more precise way tho.
how can I make an incorporeal creature, then, like a Dread Wraith?
I've made the Dread Wraith for Athas Reborn. Give it Self Concealment V & use the X2_L_IS_INCORPOREAL integer variable so it can pass thru other creatures. For more realism give it DR +1/100 since they are completely immune to non-magical weapons. The strength drain is completely scriptable using the tag-based unique power OnHit method.
Also, make sure you modify their Concentration by their CHA modifier, since that's what undead use for that skill.
I can send you mine if you want to examine it, but you'll need a CEP2 module to import it into since it uses the CEP2 creature scaling (since they are ogre-sized).
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a nonability is 10 then? due to the +0 thing. thanks
after all, saves can be adjusted manually, that is true. I wondered if there was a more precise way tho.
how can I make an incorporeal creature, then, like a Dread Wraith?
NPC? I suggest using bioware blueprints as templates.
I wouldn't. They are nowhere near as lethal as they should be in PnP.
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thanks DM :D
on a bit of a sidenote, how do you emulate the various types of DR (epic, cold iron etc) with the +X value?
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thanks DM :D
on a bit of a sidenote, how do you emulate the various types of DR (epic, cold iron etc) with the +X value?
Epic = +5 or better. The rest of them aren't so easy. If you were a really good scripter I suppose you could work it into the PRC's combat system using the (CEPs?) material.2da
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but I'm not :( to improve that +5 bonus I can simply edit the 2da file or I need to script that as well?
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but I'm not :( to improve that +5 bonus I can simply edit the 2da file or I need to script that as well?
Not sure what you are asking here.
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to allow the toolset more choice in the "item properties" tab (adding other numerical values to the standard ones), one has only to edit the .2da that corresponds to those values or there is a script to be changed as well?
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to allow the toolset more choice in the "item properties" tab (adding other numerical values to the standard ones), one has only to edit the .2da that corresponds to those values or there is a script to be changed as well?
Depends which item property you want to change. In most cases (probably all bioware ips, but I'm not sure) it's just 2da edit.
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to allow the toolset more choice in the "item properties" tab (adding other numerical values to the standard ones), one has only to edit the .2da that corresponds to those values or there is a script to be changed as well?
I don't think the engine will use it unless it's an integer.
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so it's not possible to make, like, +10 damage reduction?
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thanks everyone :D
I cannot understand how to make a successful hit deal a certain number of ability damage rather than hit point damage. the key is understanding onhit ability drain, I guess, but I can only choose save DC, not actual quantity.
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so it's not possible to make, like, +10 damage reduction?
Yes it is, but the 2DA should already have that value.
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thanks everyone :D
I cannot understand how to make a successful hit deal a certain number of ability damage rather than hit point damage. the key is understanding onhit ability drain, I guess, but I can only choose save DC, not actual quantity.
You have to make the entire special attack scripted thru the OnHit Cast Spell Unique ability. Here is how I did it for my PW.
1.) Make the creature slam item. Give it the appropriate Monster Damage, a +1 to hit (from the incorporeal DR) & On Hit Cast Spell: Unique Power (OnHit)
2.) Give it a tag. Something like DR_WRAITH_TOUCH. Has to be 16 characters or less for this to work.
3.) Copy this script & save it as dr_wraith_touch.nss. This *has* to be the same as whatever you used for your item's tag.
//::
//:: A pnp version of the Dread Wraith's CON draining touch.
//::
//:: Modified by: DM Heatstroke 01-04-11
//::
#include "NW_I0_SPELLS"
#include "nw_i0_plot"
//:: Setup CON Damage
void DoConDamage(object oTarget, object oCaster)
{ effect eVis = EffectVisualEffect(VFX_IMP_REDUCE_ABILITY_SCORE);
int nDam = d8();
effect eCon = EffectAbilityDecrease(ABILITY_CONSTITUTION, nDam);
eCon = ExtraordinaryEffect(eCon);
//:: Setup oCaster's healing
effect eDrain = EffectTemporaryHitpoints(5);
eDrain = ExtraordinaryEffect(eDrain);
effect eDrainVis = EffectVisualEffect(VFX_IMP_HEALING_L);
//:: Will stat loss kill them?
int bKillEm = FALSE;
if ( !GetIsPC(oTarget) || GetGameDifficulty() == GAME_DIFFICULTY_CORE_RULES
|| GetGameDifficulty() == GAME_DIFFICULTY_DIFFICULT )
bKillEm = TRUE;
//:: Get the save DC for oCaster's special attack
int nCreCHAMod = GetAbilityModifier(ABILITY_CHARISMA, oCaster);
int nCreHD = GetHitDice (oCaster);
int nTouchDC = (10 + (nCreHD/2) + nCreCHAMod);
//:: Roll a save
if ( !MySavingThrow(SAVING_THROW_FORT, oTarget, nTouchDC, SAVING_THROW_TYPE_NONE, oCaster) )
{ //:: If they fail the save & they have less than a 3 CON, kill them
int nCon = GetAbilityScore(oTarget,ABILITY_CONSTITUTION);
if ( ( nCon - nDam ) < 3 && bPNPStats )
{
effect eVis3 = EffectVisualEffect(VFX_IMP_DEATH);
effect eHP2 = EffectDamage( 9999, DAMAGE_TYPE_MAGICAL , DAMAGE_POWER_PLUS_TWENTY);
effect eDeath2 = EffectDeath();
ApplyEffectToObject(DURATION_TYPE_INSTANT,eVis3,oTarget); //:: Apply VFX
ApplyEffectToObject(DURATION_TYPE_INSTANT,eDeath2,oTarget); //:: Kill Em
ApplyEffectToObject(DURATION_TYPE_INSTANT,eHP2,oTarget); //:: Make sure they are dead!
}
ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget); //:: Apply VFX
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eCon, oTarget, 8640.0); //:: 24 "Athas Reborn" hours -DMH
ApplyEffectToObject(DURATION_TYPE_PERMANENT, eDrain, oCaster); //:: Heal up
ApplyEffectToObject(DURATION_TYPE_INSTANT, eDrainVis, oCaster); //:: Apply moar VFX
}
}
void main()
{
object oTarget = GetSpellTargetObject();
object oCaster = OBJECT_SELF;
if ( GetIsImmune(oTarget,IMMUNITY_TYPE_ABILITY_DECREASE) )
{
SendMessageToPC(oTarget,"Immune to ability drain.");
return;
}
DelayCommand(0.1,DoConDamage(oTarget,oCaster));
}
4.) Compile the script. Test out your creature.
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thanks DM: this can be used for any stat?
wait, what do I have to give a name to?
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thanks DM: this can be used for any stat?
Yes, with some modification.
wait, what do I have to give a name to?
The item's tag & the script's filename have to be the same.
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I figured that out after a bit, sorry :D and thanks again!
modification, of course, all CON references must change to like STR, WIS etc. with your script one can kill also with strength damage?
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I figured that out after a bit, sorry :D and thanks again!
modification, of course, all CON references must change to like STR, WIS etc. with your script one can kill also with strength damage?
That is the idea, yes.