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Flying Immunities?


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14 réponses à ce sujet

#1
rjshae

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What spell immunities would you give to a permanently flying monster? I'm pretty sure it would be immune to grease, but what about spike growth, creeping doom, or earthquake? Are there any others?



#2
kamal_

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Anything affecting the ground, I suppose you'd have to go through the spell lists. Might be more affected by gust of wind.



#3
Dann-J

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In a real-world scenario, something with no contact with the ground (or anything else that would ground the current) would probably be immune to electrical attacks. I suspect D&D physics isn't quite that nuanced though.

 

Flying creatures should also not trigger ground-based traps, and possibly not Glyph of Warding either. I'm not sure if that's possible.

 

Slow spells, or spells that cause slowing (like Stone Body) would cause anything that relies on wing beats to remain aloft to stall and end up prone on the ground. Levitating or lighter-than-air creatures wouldn't have that issue - although if certain spells increase the weight of a creature (Stoneskin, Stone Body, Tortoise Shell, etc) then lighter-than-air creatures might suffer.



#4
rjshae

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Anything affecting the ground, I suppose you'd have to go through the spell lists. Might be more affected by gust of wind.

 

It's immune to knockdown, so gust of wind won't impact it (even though it probably should).



#5
Dann-J

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It's immune to knockdown, so gust of wind won't impact it (even though it probably should).

 

Most flying creatures should be adept at dealing with wind gusts, unless they're really tiny.



#6
rjshae

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Okay, thanks.

 

Another question: this creature has visual effects which show a slight fringe effect. I want to keep the fringe visible, but give the creature natural invisibility via a spawn script. However, when I apply the invisibility effect, the fringe becomes hidden from sight. What I'd like to do is provide the 50% concealment and keep the fringe effects visible, but remove the concealment for PCs using see invisibility or true seeing. Do you have any ideas on how to I could do this (other than via elaborate spell hooks).

 

I'm starting to think it may not be possible...



#7
kamal_

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It's a flumph, isn't it?

/ you could almost make one by taking an ooze model, moving it so it was in the air, and then flipping evards black tentacles and attaching them to the bottom of the ooze.

#8
kamal_

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Yeah, you'd have to do some serious spellhooking or something for that fringe effect.

#9
4760

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How about using a body naturally invisible? (basically, change the diffuse map to a totally empty texture: all the surface is for the alpha channel). That way, it will obviously be invisible, but the effect will still be shown.

I guess a 50% concealment could be achieved with the fx_camouflage or fx_ethereal effects. I suppose fx_ghost_glow and fx_water_elemental could be modified to fit too. But in all these cases, the invisibility is removed, as the special effects do their stuff (on the other hand, that'd be a nice way of displaying the creature after see invisibility or true seeing is cast).

 

Now, I suppose that a basic spell hook could be to add at the top of the standard spell script something along the following lines:

- loop through all hostile creatures

- if you find one with a tag corresponding to the flying creature (i.e. starting with "c_permflymons_rjshae" for example) then

   + add a special effect to make it appear (or make it "equip its visible body" - see the Valsharess scripts I wrote for the swapping between the various armors)

- get next creature

- continue standard script



#10
rjshae

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Thanks. Yes, I'm setting the alpha on the body to nearly zero so it's pretty hard to spot apart from the rippling fringe.

 

I looked at the displacement spell and it doesn't do any special treatment of the true seeing spell, so I think now I'm just going apply EffectConcealment(50). I'm not sure if the EffectSeeInsivible or EffectTrueSeeing effects will counter that; they don't exactly have detailed descriptions. Ah well, if it's flawed then it's the same flaw as a standard spell.



#11
Eguintir Eligard

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Immune to melee!

#12
rjshae

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Okay it's available. Please let me know if you encounter any issues with it.

 

invisiblestalkerhit.png



#13
Eguintir Eligard

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Now that I think of it, these should all apply to my floateye creature. And the in game beholders... Have they been applied to the beholder blueprint? Anyone know?

#14
Dann-J

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Thanks. Yes, I'm setting the alpha on the body to nearly zero so it's pretty hard to spot apart from the rippling fringe.

 

I looked at the displacement spell and it doesn't do any special treatment of the true seeing spell, so I think now I'm just going apply EffectConcealment(50). I'm not sure if the EffectSeeInsivible or EffectTrueSeeing effects will counter that; they don't exactly have detailed descriptions. Ah well, if it's flawed then it's the same flaw as a standard spell.

 

Neither True Seeing nor See Invisibility will bypass concealment. They just let you initiate an attack against a completely invisible creature. Invisibility Purge won't affect concealment either.

 

For concealment, only Blind Fight or Faerie Fire (if you activate the latter, as I've done) will help you.


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#15
rjshae

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It sounds like a problem that needs a more general solution then. I think I'm just not going to worry about it for this beastie. Thanks.