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Custom summoning spell help


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6 réponses à ce sujet

#1
mchotdog33

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 I'm trying to make a spell that acts similar to mordekainen's sword but instead of a preset sword, i want the sword to have the same properties of the weapon i'm wielding, be invulnerable and use my BAB as its BAB. I can get the summoning part down but how do I assign the stats dynamically and not from a template?

#2
M. Rieder

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There is a function to copy an item, IIRC. You may be able to use that in this instance to copy the summoner's weapon and equip it on the mordekainen creature. 'm not sure about setting the BAB.

#3
Dann-J

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EffectAttackIncrease and EffectAttackDecrease could be used to match the attack rate of the summoned creature with that of the player, as defined by GetBaseAttackBonus. You can take a look at my Horn of the Skymage script to see how I modify summoned creatures.

Or you could try cloning the player, removing all equipment that isn't a weapon, then setting their creature appearance to 'air elemental' so that only the weapons show up.

Modifié par DannJ, 12 mars 2012 - 10:12 .


#4
painofdungeoneternal

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Same as the spell from NWN1.

Duplicate the item ( copy the item )

give it to an invisible creature, which is set soas to be immune to melee attacks but not to certain AOE's and the like. Review how they set up concentration requirements back in NWN1 as well. Think i have some of this implemented but not sure if i've tested it out.

I'd think you'd want the creature to wield it at the same level as the caster, but not have the casters stats or use his other features. Big thing would be to have it use the actual weapon. Even taking the weapon from the caster perhaps and when it dies dropping it on the ground, or returning it to the caster if it's ending or dismissed by the caster.

#5
kevL

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// JLR-OEI 04/12/06

// Returns the value of the given object's BaseAttackBonus (the Bonus, not the # of Attacks)

int GetTRUEBaseAttackBonus( object oTarget );


#6
mchotdog33

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What would the stats of the invisible weapon holder be? Trying to create the dancing weapon property from D&D 3.5

#7
Dann-J

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I'd probably set all stats to 10 (to avoid stat-related bonuses), then tune the BAB (and perhaps the AC) to match that of the character who activated it. By using GetTRUEBaseAttackBonus as per KevL's suggestion to get the PC's BAB, you should bypass any strength-related bonuses the PC might have. Any enchantment bonuses the weapon itself has would be in effect though.

As to what class to make it - fighter perhaps? I'd probably level the summoned creature up to match that of the PC, then use EffectAttackIncrease and EffectAttackDecrease on the invisible creature to tune its BAB to that of the PC (depending on whether the PC has a higher or lower BAB than a fighter of equivalent level).