hello,
I have learned how to modify creatures, but I have not realised yet how to add regeneration to them (vampyre style).
Do you know how?
![]()
hello,
I have learned how to modify creatures, but I have not realised yet how to add regeneration to them (vampyre style).
Do you know how?
![]()
The usual way to give monsters regen is to give them a creature hide and on that creature hide add the regeneration property just like you would to any item.
For the new races i'm adding to our server i'm creating new feats, many of which are persistent feats which activate as soon as the character logs in. Here is the regen script for the regen feats (i have 5, Regen 1 to 5):
void main()
{
object oTarget = GetSpellTargetObject();
int iAmount = GetSpellFeatId() - 2321; // 2322 is Regen +1, 2323 is Regen +2...
if (!GetHasSpellEffect(GetSpellId(), oTarget))
{
effect eRegen = EffectRegenerate(iAmount, 6.0);
eRegen = SupernaturalEffect(eRegen);
ApplyEffectToObject(DURATION_TYPE_PERMANENT, eRegen, oTarget);
}
}
oh thank you, apparently I have been able to add regeneration to the elementals. In nwn2 there is only one useful summoning spell, the one that summons vampires. All the others are just a waste of spell slot.
Adding some regeneration to the elementals, gives them some sense.
Elementals are not too bad, at least they are immune to critical and sneak attacks. Its the animal summons that tend to be the most useless.
Another quick-and-dirty way to add regen to a summoned creature is to copy their blueprint and equip a Ring of Regeneration on the copy (+4 hit points per round). Or equip two of them for +8 HP per round.
Remembering to override the original by changing the resref to match as the copy feature adds a number to the end of the resref.
Elementals are not too bad,
Now aren't too bad ![]()
- Air
Storm Avatar
Call Lightning Storm
Call Lightning
Gust of Wind
-Water
Mass Drown
Drown
Extract Water Elemental
Dehydrate
Blood to Water:
- Earth
earthquake
Stonehold
Stoneskin, Greater:
Spike Growth
entangle
- Fire
firebrand
fireburst
lesser elementals will not have all these powers and they'll be at a lower level and fewer uses.
Fire elemental with fireburst and greater fire burst makes sense and will make them very dangerous. Good idea I am going to implement that as well.
Earth elemental with earthquake is good too ....
Good thinking Antares, this will perk up some of the greater elemental s a lot.
PJ
Fire elemental with fireburst and greater fire burst makes sense and will make them very dangerous.
A tag-based OnHit property for the creeature hide might also be interesting, so you get retaliation damage every time you hit it with a melee weapon. And what about a custom OnDamage script that heals the fire elemental if you try to do fire damage to it? ![]()
hello,
my elementals can cast spells only as special abilities, not if I assign them a wizard/sorcerer class. I replaced the class "elemental" with a 20 level wizard and assigned a few 5 level spells. But the elemental doesn't cast any of them in game... have you ever been able to turn an elemental into an actual wizard?
is its Intelligence, and other wizardly things high enough ?
btw, regarding *custom spells* the AI might not know what to do with them -- though i'd think stock spells work okay
( btw2, npc *Special abilities* use Charisma as the prime requisite, for saveDC etc. )
is its Intelligence, and other wizardly things high enough ?
looks like you are (again) right ![]()
Confucious say, wisdom is in keeping one's mouth shut when one is wrong ....
<g>
I just discovered the file classes.2da and I am working on it trying to make the elementals a spell casting class. But with no luck. I copied most of the entries from the druids to the elementals, and assigned a few druidic spells to the creature. It has also high wisdom, etc... but doesn't cast any spell in game.
![]()
could someone please test this and tell if this is possible?
You shouldn't need to alter classes.2DA. Why not just give the elemental blueprints a few levels of druid?
You shouldn't need to alter classes.2DA. Why not just give the elemental blueprints a few levels of druid?
I did it and worked correctly, but I am also exploring the other possibilities of the tool. Perhaps this knowledge will come handy in future ![]()