I'll try and keep this brief.
I'm currently a bit over two months into making a campaign for the community and i'm enjoying it as a nice little hobby.
Anyway, here is my vision for a possible script on the boss at the end of the first act:
I imagine the boss of the first act, having the ability to stun the party when she speaks during combat, (perhaps 1 of 3 possible random lines of text above her head?)
Anyway when she does this, the party must make a will save or be stunned.
This probably doesnt sound too hard so far (though i wouldnt really know since i cant script)...
I'd also imagined that if the party were clever enough, they could voluntarily enter the final fight deafened, so as to avoid the effects of the stunning. Although this would restrict the use of spells, it could possibly be a useful strategy. Depending on the party.
Or the party could attempt to silence her and avoid the stun effects that way. Although the chances of this would hopefully be pretty slim. i.e- like a 20 on a 1d20.
Any assistance or suggestions are very welcome.
I figure it would spice things up nicely and hopefully give the players an added bit of enjoyment while playing the campaign.
any help appreciated : hardest script request yet
Débuté par
dickel
, mars 16 2011 11:03
#1
Posté 16 mars 2011 - 11:03
#2
Posté 16 mars 2011 - 01:01
This sounds like a really neat idea. There is a spell that does this: Shout or greater shout. It has very similar effects to the ones you are describing. I'm not sure if the spell takes deafness into account. This wouldn't be quite the same as scripting it, but it could get you close.
If you ever want to start tackling scripting (highly recommended, it's one of the best parts of modding) go to:
http://nwn2scripting.com/
Or check out Knightmare's Tutorial, "Scripting for noobs" on the vault.
If you ever want to start tackling scripting (highly recommended, it's one of the best parts of modding) go to:
http://nwn2scripting.com/
Or check out Knightmare's Tutorial, "Scripting for noobs" on the vault.
#3
Posté 16 mars 2011 - 01:38
The best way to approach this will likely be to use the boss's user defined events. Here is a link to a decent tutorial on defined events and tweaking creature ai.Dirtywick's House of Scripting
#4
Posté 16 mars 2011 - 01:53
Oooh! Good reference. Methinks I'll be checking that out too!
#5
Posté 16 mars 2011 - 02:57
This isn't too difficult to do at all. In general in the script that causes the boss to speak, just add a function below that will cause a desired effect (ie cutscene immobilize or cutsceneparalyze), or just paralyze or daze effects. You would need to iterate through all the players in the module and all their faction members to affect all players/partymembers, or simply iterate through all creatures in the area that are hostile to the boss.
#6
Posté 17 mars 2011 - 03:21
Thanks guys, I would really love to get into the scripting side of things, but doing everything takes up so much time as it is. I'm worried that if i attempt to start spending time scripting, i'll lose interest in the overall campaign and never get it done.
If anyone has the time to whip this up, that'd be ace.
I can supply anything you think you might need, eg. creature tag etc.
The campaign is coop, but also uses the SOZ party creation GUI, so the effects as mentioned above by 'dethia', would probably want to effect any hostiles to the end boss that are in the area at the time - which should effect both PC's and companions.
Fingers crossed
If anyone has the time to whip this up, that'd be ace.
I can supply anything you think you might need, eg. creature tag etc.
The campaign is coop, but also uses the SOZ party creation GUI, so the effects as mentioned above by 'dethia', would probably want to effect any hostiles to the end boss that are in the area at the time - which should effect both PC's and companions.
Fingers crossed





Retour en haut






