I really love Time Stop and was wondering if someone made one for nwn2.
I found this on the vault but from what ppl say it also stops the caster (never tried it) and I don't think it actually stops time..
http://nwvault.ign.c...s.Detail&id=239
Is there a real time stop spell in nwn2?
Débuté par
psiiijay
, oct. 24 2013 12:26
#1
Posté 24 octobre 2013 - 12:26
#2
Posté 24 octobre 2013 - 02:58
The difficult part of a time stop spell is probably suspending/extending all the duration effects. Freezing all the other creatures and protecting them from damage is reasonably do-able. The one thing you probably can't stop is the movement of animated placeables, such as windmills, as well as water and placed effects. At the end of the spell you can just reset the game time to the start of the spell; or just ignore it because the spell doesn't run for that long.
Modifié par rjshae, 24 octobre 2013 - 03:06 .
#3
Posté 24 octobre 2013 - 03:10
So I take there is no such spell.. Is it doable? and what is effect time stop if not... timestop?
Modifié par psiiijay, 24 octobre 2013 - 03:11 .
#4
Posté 24 octobre 2013 - 07:53
experiment with it
#5
Posté 24 octobre 2013 - 10:29
rjshae wrote...
At the end of the spell you can just reset the game time to the start of the spell; or just ignore it because the spell doesn't run for that long.
You can only change game time forwards. If you try to set the minute or hour value back, you go forward one day.
Some sort of localised timestop might be possible (although the in-built timestop effect almost certainly doesn't work). You could freeze creatures within a certain radius of the player, make them 'plot', and change their script sets so they have new OnSpellCastAt and OnDamaged scripts that keep note of the spells and damage you should have dealt them. When the spell ends you can unfreeze them, un-plot them, reset their script sets, and apply all the stored damage or spell effects to them all at once.
It'd be one hell of a lot of work to script.
#6
Posté 24 octobre 2013 - 10:38
yeah, but not stopping the grass, windmill, water, rain and such I guess?
#7
Posté 25 octobre 2013 - 12:55
In spells.2da row 185 there's a DEL_TimeStop entry that runs the NW_S0_TimeStop script. It's available as a script spell, so you could experiment with it that way. All it's doing is applying the EffectTimeStop effect at the location, so it may or may not do anything.
#8
Posté 25 octobre 2013 - 03:54
psiiijay wrote...
Yeah, but not stopping the grass, windmill, water, rain and such I guess?
Not to mention ambient and placeable sounds.
You can loop through all placed sounds in the area and stop them, and you can reset an area's ambient sounds to nothing, but unfortunately there's no function that gets the current ambient sound settings for an area for restoring them when the spell ends. You'd need to store the ambient sound numbers for day and night as local integers on every area (something I have to do to get one of my area HB scripts to work, as it changes the ambient sounds depending on the strength of the rain).
'Lesser Time Stop' perhaps?
#9
Posté 25 octobre 2013 - 02:50
Possibly you could just lower the sound volumes using AmbientSoundSetDayVolume and AmbientSoundSetNightVolume. That could have an eerie effect that would help enhance the spell's ambiance. But you would either have to be consistent about the base volume levels or store those as variables.
Hmm, I wonder what would happen if you were to activate an ambient sound file that is pure silence, set to maximum volume, and running at the highest priority level? Just curious...
Hmm, I wonder what would happen if you were to activate an ambient sound file that is pure silence, set to maximum volume, and running at the highest priority level? Just curious...





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