My updated breath effects (fire and cold) are now available, and fully compatible with the latest version of the hydra:
http://www.neverwint...ds.com/mods/167
I've yet to create an effect (or modify a spell script) for the poison breath weapon, but it's on my list of plans. I'm also working on a series of creature scripts that emmulate the hydra's immunities and abilities better than the standard 'immortal troll' scripting approach does.
Big Snake - WIP
Débuté par
Elysius
, avril 21 2012 04:02
#76
Posté 31 mai 2012 - 10:56
#77
Posté 01 juin 2012 - 04:17
I like the new screenie that you put up, Dann. The undead army doesn't look like it stands a chance against two hydras.
For those who are interested in the giant, single-headed snake, it is now available at the Nexus and is currently pending approval at the Vault.
As with the hydra, I provided both a non-tintable and tintable model. Show above are a number of color schemes -- Natural, Poisoned Bruise, Yuletide Terror, and Freudian Pink.
Enjoy.
I might add that if you need a more normal-sized snake, you'll find that my model actually "scales" well.
But this is how it normally looks.
Edited to add more pictures.
For those who are interested in the giant, single-headed snake, it is now available at the Nexus and is currently pending approval at the Vault.
As with the hydra, I provided both a non-tintable and tintable model. Show above are a number of color schemes -- Natural, Poisoned Bruise, Yuletide Terror, and Freudian Pink.
I might add that if you need a more normal-sized snake, you'll find that my model actually "scales" well.
But this is how it normally looks.
Edited to add more pictures.
Modifié par Elysius, 01 juin 2012 - 05:51 .
#78
Posté 01 juin 2012 - 07:17
Very nice, Elysius. Good work.
#79
Posté 02 juin 2012 - 06:24
I'm not sure what I'm doing wrong, but I can't seem to get the hydra to use the new breath weapons. As far as I know everything is setup correctly.
Anyone have a working blueprint or mod?
Anyone have a working blueprint or mod?
#80
Posté 03 juin 2012 - 03:55
MokahTGS wrote...
Anyone have a working blueprint or mod?
I uploaded a sample module in both my hydra Vault page and Nexus page. It's based on your module, actually. I just added Dann's hydra breath effects. You will still need to download the override version of the hydra breath effects separately, which i assume you have already done.
Modifié par Elysius, 03 juin 2012 - 03:56 .
#81
Posté 03 juin 2012 - 04:14
Elysius your snake file names overright the snake VFX. The ambient snake VFX is fine but the hanging snake VFX is broken. It is really not a big deal and definately a fair tradeoff for the snake.
DannJ are you also working on an unique bite script for the hydra? I was looking at your variables and I'm considering making a bite that has a huge attack bonus so it will always hit and have it have the no damage property as well as the tag script on hit. The script can use your variable HeadsGone to figure how many heads get to roll for hit and do damage.
DannJ are you also working on an unique bite script for the hydra? I was looking at your variables and I'm considering making a bite that has a huge attack bonus so it will always hit and have it have the no damage property as well as the tag script on hit. The script can use your variable HeadsGone to figure how many heads get to roll for hit and do damage.
#82
Posté 03 juin 2012 - 11:36
The NWN1 snake conversion did the same thing. The SoZ ambient snake effect uses one of the attack animation names for the 'hanging around' animation, so anything in the override/hak that uses the same model and skeleton name results in the placeable looping an attack animation.
As for the hydra bite idea - it would be a good complement to my 'decapitation' scripts. I'm not sure how you'd go about doing it accurately though. You could always dynamically add/remove the 'multiattack' feat (that animal companions eventually get), and/or use EffectAttackIncrease and EffectAttackDecrease as each head is lost or regenerated. The OnSpawn script that adds the regen property to the hide could be used to add the multiattack feat and an EffectAttackIncrease to the creature to begin with.
The hydra could get +1 attack increase per intact head minus 1 (so no bonus with just one head remaining). You could decide what number of heads resulted in the multiattack feat being added or removed (such as add it if it has more than two, remove it if it has less than three).
As for the hydra bite idea - it would be a good complement to my 'decapitation' scripts. I'm not sure how you'd go about doing it accurately though. You could always dynamically add/remove the 'multiattack' feat (that animal companions eventually get), and/or use EffectAttackIncrease and EffectAttackDecrease as each head is lost or regenerated. The OnSpawn script that adds the regen property to the hide could be used to add the multiattack feat and an EffectAttackIncrease to the creature to begin with.
The hydra could get +1 attack increase per intact head minus 1 (so no bonus with just one head remaining). You could decide what number of heads resulted in the multiattack feat being added or removed (such as add it if it has more than two, remove it if it has less than three).
#83
Posté 04 juin 2012 - 12:19
DannJ, I have the script all put together just need to test it out a bit.
What I have done is I have a creature bite that does no combat damage (even though it does 1 point of magical damage just because). The actual attack rolls and damage are done in the script. I gave the hydra a +20 to hit so it will almost always run the script.
The 1st head does a roll for touch attack, and on success 1d10 of piercing damage, x2 for crit. The script then goes through the other 4 heads using you head gone variable. There is a 50 percent chance that the following head will attack the primary target or a random target out of the 5 closest hostile creatures/party members.
I have also added the ability for the heads to do additional elemental based on their breath type. This is turned on and off by a variable, default is off. It does fire, cold, acid and poison, so there are two more breath effects for you.
I still need to throw in a check for an attack of opportunity. Only 1 head should attack not all 5. I will post this in a day or two to be looked at.
What I have done is I have a creature bite that does no combat damage (even though it does 1 point of magical damage just because). The actual attack rolls and damage are done in the script. I gave the hydra a +20 to hit so it will almost always run the script.
The 1st head does a roll for touch attack, and on success 1d10 of piercing damage, x2 for crit. The script then goes through the other 4 heads using you head gone variable. There is a 50 percent chance that the following head will attack the primary target or a random target out of the 5 closest hostile creatures/party members.
I have also added the ability for the heads to do additional elemental based on their breath type. This is turned on and off by a variable, default is off. It does fire, cold, acid and poison, so there are two more breath effects for you.
I still need to throw in a check for an attack of opportunity. Only 1 head should attack not all 5. I will post this in a day or two to be looked at.
Modifié par Shaughn78, 04 juin 2012 - 12:21 .
#84
Posté 04 juin 2012 - 01:59
Have you guys considered using EffectModifyAttacks? This creates bonus attacks up to 5 (I believe that's 5 bonus, not 5 total). This would be something that could be modified more easily by script, rather than adding and removing the multi-attack feat.
#85
Posté 04 juin 2012 - 03:03
EffectModifyAttacks() certainly sounds like the easier option. It could be recalculated along with the head-removal (5 minus 'HeadsGone'). Five attacks per round should make the fights a lot more challenging - as if regeneration (10 + hit dice) didn't already do that.
I created a poison breath effect, but I'm unable to get the hydra to use the 'Cone of Poison' special ability to fully test it. I can't find any creature blueprints or spells that use it either, so it may never have been fully implimented in NWN2.
It might be a matter of checking for a 'Breath' = 'poison' local string and triggering the spell script from yet another custom creature script, rather than relying on the existing AI to do it. Or is there a script or 2DA somewhere that controls what special abilities to use under which circumstances?
I created a poison breath effect, but I'm unable to get the hydra to use the 'Cone of Poison' special ability to fully test it. I can't find any creature blueprints or spells that use it either, so it may never have been fully implimented in NWN2.
It might be a matter of checking for a 'Breath' = 'poison' local string and triggering the spell script from yet another custom creature script, rather than relying on the existing AI to do it. Or is there a script or 2DA somewhere that controls what special abilities to use under which circumstances?
#86
Posté 04 juin 2012 - 04:01
I believe that is controlled by the henchspells 2da or whatever it's called. That was a big initial reason for Pain's work on NeverLauncher, AFAIK.
From my limited testing, one thing to be aware of with EffectModifyAttacks is that the extra attacks don't show on the character sheet but happen at the same AB as the main attack. This is just like the behavior of the extra attacks from Haste, really, so it shouldn't be an issue, but someone should test and confirm.
From my limited testing, one thing to be aware of with EffectModifyAttacks is that the extra attacks don't show on the character sheet but happen at the same AB as the main attack. This is just like the behavior of the extra attacks from Haste, really, so it shouldn't be an issue, but someone should test and confirm.





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