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Insta-kill for testing


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19 réponses à ce sujet

#1
Jereniva

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I am testing a module I am making, and I only care about testing the quests and variables, etc. I don't want to test combat balance at the moment.

To make combat go faster, is there an equivalent of the "Y" key ( think it was) in NWN 1?

Any advice on how to just insta-kill enemies for this type of testing?

 

 



#2
Arkalezth

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I don't know if there's such option, but alternatively, the console command "dm_giveitem n2_killerweapon" (without the quotes) will give you a mega-overpowered sword. Not as fast as an insta-kill key, but faster than normal gameplay.

"Ctrl + Y" worked in Baldur's Gate. I don't know about NWN1.
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#3
Tchos

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I made several debugging scripts for my testing purposes, including instant killing, unlocking, destroying, etc.  I'm not home right now, but send me a PM to remind me to send them.


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#4
Dann-J

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I've included a rabbit who I call 'Debugs Bunny' in my current module, close to the initial spawn point. He has various conversation options that allow me to quickly set variables or journal entries to advance quests to particular points for testing purposes. It would be easy enough to give him the power to instantly slay enemies in particular areas, factions or groups.

 

I often use an epic monk character I played MotB with for testing, since he can zip around at great speed and pulverise enemies in seconds. His various skills and abilities also tend to be high enough to reveal most conditional conversation options.


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#5
kevL

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NwN2 OC - cheater ...

shag video, but it does the point.


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#6
Arkalezth

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That's cool, but at least in that video, things would have probably been faster if everyone in the party were packing one or two of those cheeseswords.

#7
kevL

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ha yeah, i should really make it area of effect if i want business ...

#8
GCoyote

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There's also the "Destructificator" which casts unlimited versions of several ninth level spells.

#9
Dann-J

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There's also the "Destructificator" which casts unlimited versions of several ninth level spells.

 

I suspect that's one of the afore-mentioned 'cheeseswords'.



#10
Axe_Edge

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ha yeah, i should really make it area of effect if i want business ...


Have it so you target one guy, then, a ray goes from that first guy to a second, and so on, until there are rays/fire connecting all of the bad guys at the same time. Spectacular!! Isn't that how it worked in "Indiana Jones", when the Ark (not our Ark :) ) fried those Nazis?

#11
kevL

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Have it so you target one guy, then, a ray goes from that first guy to a second, and so on, until there are rays/fire connecting all of the bad guys at the same time.


that's quite how Lightning/ChainLightning work. derp, now yer giving me ideas for the trap-o-the-century

"See the pentagon on the floor? Just stand in the middle for a sec ..."

ka-fooom

#12
Arkalezth

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I was indeed referring to The Destructificator, but it doesn't have any spells, only big numbers and Haste:

Destructificator.jpg
Technically, you could make an even stronger weapon with the toolset, but this one should be good enough for the job.

 

PS: Any way to make the image smaller?



#13
kevL

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PS: Any way to make the image smaller?


none that i found. would like to ...

#14
GCoyote

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My mistake. I was thinking of the Instrument o Death. It gets used from a quick slot like a wand. I'm not home until the weekend so I can't provide the item tag.

#15
Dann-J

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Here are the details for the Instrument o'Death.

 

The enchanted papyrus blade is also fairly cheesy (if you can use exotic weapons).


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#16
Tchos

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Instrument o' Death casts Time Stop, I see.  Wasn't someone talking about having to add that into the game?



#17
kamal_

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Instrument o' Death casts Time Stop, I see.  Wasn't someone talking about having to add that into the game?

The description says it can, and the item properties include it, but when you activate the item there is no Time Stop option. It can do all the other things listed.

 

A script for Time Stop is included in nwn2, it's nw_s0_timestop. The date in the file is 2001, so it's a nwn1 leftover and may or may not work, I didn't try. The spell hook include file referenced is also in nwn2 files.

//::///////////////////////////////////////////////
//:: Time Stop
//:: NW_S0_TimeStop.nss
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
    All persons in the Area are frozen in time
    except the caster.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: Jan 7, 2002
//:://////////////////////////////////////////////

#include "x2_inc_spellhook" 

void main()
{

/* 
  Spellcast Hook Code 
  Added 2003-06-20 by Georg
  If you want to make changes to all spells,
  check x2_inc_spellhook.nss to find out more
  
*/

    if (!X2PreSpellCastCode())
    {
	// If code within the PreSpellCastHook (i.e. UMD) reports FALSE, do not run this spell
        return;
    }

// End of Spell Cast Hook


    //Declare major variables
   	location lTarget = GetSpellTargetLocation();
	effect eVis = EffectVisualEffect(VFX_FNF_TIME_STOP);
    effect eTime = EffectTimeStop();
    int nRoll = 1 + d4();

    //Fire cast spell at event for the specified target
    SignalEvent(OBJECT_SELF, EventSpellCastAt(OBJECT_SELF, SPELL_TIME_STOP, FALSE));

    //Apply the VFX impact and effects
    DelayCommand(0.75, ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eTime, OBJECT_SELF, 9.0));
	ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eVis, lTarget);
}



#18
GCoyote

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Okay, while we're at it, what are the item codes for the two versions of the Sword of Gith?

#19
MokahTGS

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I am testing a module I am making, and I only care about testing the quests and variables, etc. I don't want to test combat balance at the moment.

To make combat go faster, is there an equivalent of the "Y" key ( think it was) in NWN 1?

Any advice on how to just insta-kill enemies for this type of testing?

 

I'm actually kind of shocked that this hasn't been suggested already.  Module Testing Toolkit.  This is an essential tool I use for anything I build.


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#20
GCoyote

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I'm actually kind of shocked that this hasn't been suggested already.  Module Testing Toolkit.  This is an essential tool I use for anything I build.

 

Yes! That's exactly what I need! You just saved me about a month of work.  :D