Did anyone ever release any scripts for a stirge tp simulate their attack?
Stirge scripts?
Débuté par
kamal_
, sept. 01 2013 01:01
#1
Posté 01 septembre 2013 - 01:01
#2
Posté 01 septembre 2013 - 02:00
I've never seen stirges in any module doing anything fancy like that (if you mean the grapple attack stuff). a simple CON drain seems sufficient to me anyway.
#3
Posté 01 septembre 2013 - 02:07
I started on a while back but it is still half done and not even close to testing.
I planned the following:
Thgeir bite would do no damage and only have the cast unique on hit. On hit a script would run to run checks if they could attach to their victim for 1 round. I planned on setting them hidden for that round and place a stirge VFX on the target for that round.
On attachment the target would loose 1 point constitution. I needed to script a way to remove old penalty and add new penalty with additional successful attachments. Each stirge would have a local variable. Once it had done 4 successful attachments it would flee (and destroy itself) having completely filled itself.
If the constitution dropped to 0 the death effect was applied to the character.
I was using http://www.d20srd.or...ters/stirge.htm for most of the outline with a few changes since NWN2 doesn't handle grapples.
I planned the following:
Thgeir bite would do no damage and only have the cast unique on hit. On hit a script would run to run checks if they could attach to their victim for 1 round. I planned on setting them hidden for that round and place a stirge VFX on the target for that round.
On attachment the target would loose 1 point constitution. I needed to script a way to remove old penalty and add new penalty with additional successful attachments. Each stirge would have a local variable. Once it had done 4 successful attachments it would flee (and destroy itself) having completely filled itself.
If the constitution dropped to 0 the death effect was applied to the character.
I was using http://www.d20srd.or...ters/stirge.htm for most of the outline with a few changes since NWN2 doesn't handle grapples.
#4
Posté 01 septembre 2013 - 10:48
Epic Fetus was working on some stirge scripts a while back:
http://social.biowar.../index/16873883
http://social.biowar.../index/16877805
http://social.biowar.../index/16873883
http://social.biowar.../index/16877805
Modifié par DannJ, 01 septembre 2013 - 10:51 .
#5
Posté 05 septembre 2013 - 12:59
Yeah, I have some, but they're not released as of yet...
The solution, in a nut shell, was VFX made in the editor of the stirge idle animation shifted back so as to appear on the back of the creature it's on...then there were scripts:
a script for the stirge's attack that set an invisibility (true invis, from vault) on the stirge and placed the vfx on the creature, then runs a check every 3 seconds...
that check looks for two variables; one is set to one on the attack and is used later (nAttached or something) the other is a check...if check is 0, we set check to run and run the check again in 3 seconds. if check is 1, we run a grapple check and apply con damage as per 3.5 SRD stirge Blood Drain. We note the drain amount (if 4, stirge detaches and runs for a waypoint defined as a string on the stirge), and then set check to 0 and run again in 3 seconds (if grapple was successful, we end the effects on the player/stirge and don't run the attack) This 3 second script also clearsallactions on the stirge and forces it to follow the PC (so it doesn't make other attacks, but is still targetable)
On the stirge's ondamage, we have it set the nAttached variable to 0 so that, next 3 second interval, it detaches (I don't remember if I transferred the damage or not).
I can post later if you'd like (though I have no idea how to format them properly on here)
The solution, in a nut shell, was VFX made in the editor of the stirge idle animation shifted back so as to appear on the back of the creature it's on...then there were scripts:
a script for the stirge's attack that set an invisibility (true invis, from vault) on the stirge and placed the vfx on the creature, then runs a check every 3 seconds...
that check looks for two variables; one is set to one on the attack and is used later (nAttached or something) the other is a check...if check is 0, we set check to run and run the check again in 3 seconds. if check is 1, we run a grapple check and apply con damage as per 3.5 SRD stirge Blood Drain. We note the drain amount (if 4, stirge detaches and runs for a waypoint defined as a string on the stirge), and then set check to 0 and run again in 3 seconds (if grapple was successful, we end the effects on the player/stirge and don't run the attack) This 3 second script also clearsallactions on the stirge and forces it to follow the PC (so it doesn't make other attacks, but is still targetable)
On the stirge's ondamage, we have it set the nAttached variable to 0 so that, next 3 second interval, it detaches (I don't remember if I transferred the damage or not).
I can post later if you'd like (though I have no idea how to format them properly on here)





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