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Author Topic: Understanding PNP  (Read 5501 times)

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July 09, 2010, 08:49:02 AM
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a description like this (ulitharid)

Full Attack: 2 long tentacles +11 melee (1d8+3) and 4 short
tentacles +11 melee (1d8+3)

how can it be converted to nwn?
My first PrC+Q module (and 1st mod ever): Revamped OC

http://neverwinter.nexusmods.com/mods/163


July 09, 2010, 08:56:28 AM
Reply #1

Quote from: Dark_Ansem

a description like this (ulitharid)

Full Attack: 2 long tentacles +11 melee (1d8+3) and 4 short
tentacles +11 melee (1d8+3)

how can it be converted to nwn?


1.) Equip a single 1d8 slam attack to the creature slot.

2.) Set the creature int variable X2_L_NUMBER_OF_ATTACKS to 6.
HEATSTROKE


July 09, 2010, 11:54:52 AM
Reply #2
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thanks

oh my... where can one find an explanation of all the variables?

couldn't I, since I have 3 slots only, count each slot as 2 tentacles?

which formula did you use to make the conversion between pnp and nwn? no cheeky answers, please.
« Last Edit: July 09, 2010, 12:00:12 PM by Dark_Ansem »
My first PrC+Q module (and 1st mod ever): Revamped OC

http://neverwinter.nexusmods.com/mods/163


July 09, 2010, 12:48:56 PM
Reply #3

Quote from: Dark_Ansem

oh my... where can one find an explanation of all the variables?

In the OnSpawn script.

Quote from: Dark_Ansem

couldn't I, since I have 3 slots only, count each slot as 2 tentacles?

You could, but it would be wrong.

Quote from: Dark_Ansem

which formula did you use to make the conversion between pnp and nwn? no cheeky answers, please.

No formula needed.  You want 6 attacks at the exact same damage & attack bonus.  What I suggested gives that to you.
HEATSTROKE


July 10, 2010, 02:24:12 AM
Reply #4
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how can one open the onspawn script and understand the descriptions?

why it would be wrong?
My first PrC+Q module (and 1st mod ever): Revamped OC

http://neverwinter.nexusmods.com/mods/163


July 10, 2010, 12:37:46 PM
Reply #5

Quote from: Dark_Ansem

how can one open the onspawn script and understand the descriptions?

By clicking on the scripts tab in the creature editor & then clicking on the edit tab besides the OnSpawn event.  Can't really help you on the understanding part, but here is a list of them I pulled from my PW's builder forums.  These are for the Bioware AI scripts.  if you are using custom AI, you'll have to refer to the readme or manual for information on those.

Quote
X2_SPECIAL_COMBAT_AI_SCRIPT
Setting the value to the name of a script will make the creature use that script for AI instead of the default AI. Used for Mind Flayer & Beholder special attacks.

Aura_Script
Setting the value to the name of a script will make the script fire as a non-dispellable aura. Must be used with X2_SPECIAL_COMBAT_AI_SCRIPT

SummonCount
Set this value to 1 - 5 to control how many summons the creature will summon. Summon type has to be defined in the creature's custom AI script referenced to by X2_SPECIAL_COMBAT_AI_SCRIPT.

X2_SPELL_RANDOM
Setting this variable to 1 on a spellcaster creature will make its spell use a bit more random, but their spell selection may not always be appropriate to the situation.

X2_L_SPAWN_USE_STEALTH
Set to 1 to make the creature activate stealth mode after spawn.

X2_L_SPAWN_USE_SEARCH
Set to 1 to make the creature activate detect mode after spawn.

X2_L_SPAWN_USE_AMBIENT
Set to 1 to make the creature play mobile ambient animations after spawn. The creature will then move in the area where it is located, salute other creatures, scratch its head, etc.

X2_L_SPAWN_USE_AMBIENT_IMMOBILE
Set to 1 to make the creature play immobile ambient animations after spawn.

X1_L_IMMUNE_TO_DISPEL
Set to 1 to make the creature immune to dispel magic (used for statues).

X2_L_IS_INCORPOREAL
Set this variable to 1 on a creature to make it walk through other creatures.

X2_L_NUMBER_OF_ATTACKS
Set this variable to 1 - 6 to override the number of attacks a creature has based on its base attack bonus.

X2_L_BEH_MAGIC
The value of this variable (int) is added to the chance that a creature will use magic in combat. Set to 100 for always, 0 for never.

X2_L_BEH_OFFENSE
The higher value of this variable, the higher the chance that the creature will use offensive abilities in combat. Set to 0 to make them flee.

X2_L_BEH_COMPASSION
The higher value of this variable, the higher the chance that the creature will aid friendly creatures in combat. Note that helping usually degrades the overall difficulty of an encounter, but makes it more interesting.

X2_S_PM_SPECIAL_ITEM
This allows you to script items that enhance a palemaster's summoned creatures. You need to put the name of a script into this variable that will be run on any creature called by the pale master's summon undead ability. You can use this script to add effects to the creature. You can use the OnEquip/OnUnEquip event hooks set this variable.

SPELL_RESISTANCE - INT
Allows you to set SR on a creature.

CUSTOM_SPELL_LEVEL - INT
Creature casts spells at this level.



Here is a bit more information on setting & using creature variables.


Quote from: Dark_Ansem

why would it be wrong?

Because it would be three attacks instead of six attacks, that's why.
« Last Edit: July 10, 2010, 12:43:56 PM by DM Heatstroke »
HEATSTROKE


July 10, 2010, 02:47:32 PM
Reply #6
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thank you. that proves very useful (and i hope comaptible with prc)

I think I'm putting myself in something far bigger than me... dammit. I guess one understands little by little, in module building.
My first PrC+Q module (and 1st mod ever): Revamped OC

http://neverwinter.nexusmods.com/mods/163