Features: - Does not replace any NWN content - Supports 32 different NWN area effect spells - Immobile permanent spell - Illusionary spells - Reset spell every X seconds - Aimlessly walks - Walk waypoints - Chase PCs they perceive for X seconds - Auto-teleport back to their original spawn location every X seconds - Self-destruct X seconds after they have perceived a PC - Caster level fix for Blade Barrier and Delayed Blast Fireball (optional, 3 scripts) - Dispel magic - Delete area of effect - Delete AOE and AOE creator - Turn off AOE for X seconds - Cannot be dispelled
All of those features can be used interchangeably. Options can be combined to form an infinite number of different creatures.
Does the creature have to be undestroyable? I was wondering if I could implement this as a living spell creature.
Posted by Gonzo_og at 2010-04-09 21:42:20 Voted 10.00 on 04/09/10
Unfortunately, that's the way it seems to go around here. A great shame. _________________________ stuff
Posted by dsabrae at 2010-03-11 17:35:01 Voted 9.00 on 03/11/10
wow just 2 votes? This a gold! PURE gold. Yes much of this can be done with scripting or some tools out there but this is a simple easy to implment powerful set of tools!
Posted by DM-Taino at 2009-01-19 16:47:26 Voted 10.00 on 01/19/09
I've used this before and it is a great system to have. Thanks for making this OMW!
I'm getting the same error regarding that Charity is getting. I don't see that function as a valid function in my toolset. Is that an HoU specific function? The erf wasn't tagged as such..
I'm getting the same error regarding that Charity is getting. I don't see that function as a valid function in my toolset. Is that an HoU specific function? The erf wasn't tagged as such..
Posted by whistler ( ..xxx.xxx ) at 2003-07-27 16:19:00
2.01 update (minor):
There is an option to globably set all of the creatures to use the CUTSCENE_INVISIBILITY VFX so that they are truly invisible (even to the DM). It defaults to "off".
The "dispel" options now support Gust of Wind since that spell destroys Area of Effects as well.
Posted by whistler ( ..xxx.xxx ) at 2003-07-23 07:46:00
Thanks for the comments Sticks...
Yeah, these things are pretty high up there in my DM Bag of Evil Trickery...
Makes it really easy to spice up a "blah" area on the fly.
Posted by Stick668 ( ..xxx.xxx ) at 2003-07-22 10:26:00
Hey, just wanted to say thanks.
This is excellent stuff for heavy-on-impro DMing. Love the flexibility of it. I'm going to add it to each and every module I run. (Ok, so far, this means... one. But, still.)
Posted by whistler ( ..xxx.xxx ) at 2003-07-13 15:32:00
Vault updated. This is the good version :)
Posted by whistler ( ..xxx.xxx ) at 2003-07-12 15:46:00
+blocked+. The vault hasn't updated the file yet. grr.
Posted by whistler ( ..xxx.xxx ) at 2003-07-12 15:45:00
it's released! :)
Posted by whistler ( ..xxx.xxx ) at 2003-07-09 21:56:00
Everything is in, I just need to do the last pass and make sure everything still works :) and then go over the documentation again.
Release should happen saturday/sunday.
Posted by whistler ( ..xxx.xxx ) at 2003-07-09 19:04:00
caster level fix is working
just added another 13 area effects by including the auras.
need to add the dispel magic fix next and then version 2.00 should be ready.
Posted by whistler ( ..xxx.xxx ) at 2003-07-04 07:49:00
Stuff for the next release,
Implemented and tested:
- immobile permanent spell (already there)
- illusionary versions of the spells (already there)
- creatures aimlessly walk
- creatures walk waypoints
- creatures chase PCs they perceive for X seconds
- creatures can auto-teleport back to their original spawn condition every X seconds
- creatures can self-destruct X seconds after they have perceived a PC
All of those features can be used interchangably except for Walk Waypoints and Aimless Walk. If you use both the creature will just walk waypoints.
Still working on it:
- fix for caster level so that spells that use caster levels to calculate damage get the correct value instead of a CL of 0
- fix for dispel magic so that it doesn't automatically delete the area effect
If you have any more suggestions then post em. Otherwise it should be done by sunday.
Posted by whistler ( ..xxx.xxx ) at 2003-07-01 15:29:00
Just a FYI, there will be a major update of this package this week.
Posted by Robert Macara ( ..xxx.xxx ) at 2003-05-15 07:05:00
wanker
Posted by whistler ( ..xxx.xxx ) at 2003-04-23 07:31:00
Sssh.. you're giving away my plan for future updates! :)
The next update will fix the bug where NPCs/summons/henchmen/familiars will attack the "invisible" creature even though they can't see it. (stupid default AI :) ).
It will also include "illusionary" versions of all of the spells effects. (look the same, act the same, but no damage, etc). I'm also going to throw in auto-respawning versions of Delay Blast Fireball and Creeping Doom since those spells will "end" on their own.
The version after that will have a simple way of creating moving area effect spells that move to the nearest PC that they can see. I won't be adding moving versions of all of the spells (too much work), but it will be very simple to create your own just by editting a copy of a creature, adjusting the Perception and Speed, and then slightly modifying the tag.
I will however be taking requests about which default moving spell examples I should include in the package. I've already decided on moving versions of Delay Blast Fireball, Darkness, and Creeping Doom. Any other favorites?
Posted by Gilgamel ( ..xxx.xxx ) at 2003-04-22 22:08:00
Very cool... I suppose you could give the invisible creature waypoints and have it walk around, or make it hostile, so as to have the pcs bumfuzzled by a mobile effect...? You could have evard's black tentacles chasing the poor slobs all over the place! Heh.
Posted by Shadoweaver ( ..xxx.xxx ) at 2003-04-22 11:54:00
--"'A' for ingenuity, 10 outa 10. why cant you make the appearance of the creature completely invisible? i thought that was an available creature appearance? (human make all body parts invisible) or is this cause the dm would be unable to see them?
on seperate note....may i suggest posting this under scripts a lot of people may not notice it because you have it under creatures."
Using a creature and then hiding it, with hide/move skills set to 127, means that players can't target it at all, but DMs can. Players don't even know it's there, unless they have true sight. A lot of DMs on PWs that I know are disallowing True Sight item properties and changing the spell script so it doesn't reveal hidden creatures. This makes for a powerful combination, with whistler's scripts here. Bang up job, whistler.
Posted by whistler ( ..xxx.xxx ) at 2003-04-22 11:20:00
Version 1.00 release notes
Old Man Whistler's Permanent Placeable Area Effect Spells
Consists of 1 script and 20 creatures.
When spawned the creatures start up the permanent area effect and hide from sight (NOTE: they will be visible to True Seeing). Creatures cannot be destroyed. The creatures are immobile except for when they are moved around using the DM Client with Full Possession. The creatures can be put into limbo to make the area effect go away.
This is intended as a tool for live DMs who want to put permanent area effects in their games, but it has applications for ANY module builder.
The zip file contains an ERF and a module that shows the area effect creatures in action.
It does not override any existing NWN content (meaning it should work with any other content that modifies the NW spells).
INSTALLATION
Import the ERF file. Place the creatures where you want the permanent area effect spells to be. The creatures are under Custom 4.
SUPPORTED SPELLS
Level 1
Grease: Reflex save for reduced movement. or fall down. Countered by Freedom of Movement.
Entangle: Reflex save for reduced movement, or immobolization. Countered by Freedom of Movement.
Level 2
Darkness: No save. Prevents anyone from seeing unless they have Ultravision. Countered by Light.
Silence: Will save or prevented from casting spells with verbal components. No counter.
Web: Reflex save for reduced movement, or immobolization. Countered by Freedom of Movement.
Ghoul Touch / Fog of Doom: The area effect component of Ghoul's Touch. Fortitude save of Doom effect for 2d6 rounds (-2 attack, -2 damage, -2 saves, -2 skills).
Level 3
Stinking Cloud: Fortitude save or dazed. No counter.
Magic Circle Against Good: No save. All hostiles get +2 AC vs good, +2 saves vs good, and mind immunity vs good. No counter.
Magic Circle Against Evil: No save. All hostiles get +2 AC vs evil, +2 saves vs evil, and mind immunity vs evil. No counter.
Invisibility Sphere: No save. All hostiles in sphere are invisible. Countered by Invisibility Purge. I recommend sticking some archers/casters in the sphere.
Level 4
Evard's Black Tentacles: Attacks can be resisted with fortitude save. 1d4 attacks doing 1d6+4 damage per round. No counter.
Wall of Fire: No save. Anyone entering wall takes 4d6 damage. No counter.
Level 5
Cloud Kill: 1-3HD, instant death. 4-6HD, fortitude save or death. 6HD+, 1d10 damage. No counter.
Mind Fog: Will save. -10 to all will saves vs mind affecting for 2d6 rounds after leaving fog. No counter.
Level 6
Acid Fog: 4d6 damage + 2d6 damage per round. Fortitude save or reduced movement. No counter.
Blade Barrier: Reflex for reduced damage. Anyone entering wall takes 1d6 damage per round. No counter.
Level 7
Delayed Blast Fireball: Reflex save for half damage. 1d6 damage per caster level (13d6). No counter. (not permanent, spell fires only once)
Level 8
Incindery Cloud: Reflex save for half damage. 4d6 damage per round. No counter.
Level 9
Storm of Vengence: 3d6 acid damage per round, +3d6 electrical damage if failed reflex save. No counter.
Creeping Doom: Spell starts with 1d6 damage and does an additional 1d6 damage per round until it has done 1000 damage. (not permanent -- spell ends after dishing out all that damage)
CHANGELOG
1.00 2003/04/21 - first version
Posted by Vilance ( ..xxx.xxx ) at 2003-04-22 11:17:00
'A' for ingenuity, 10 outa 10. why cant you make the appearance of the creature completely invisible? i thought that was an available creature appearance? (human make all body parts invisible) or is this cause the dm would be unable to see them?
on seperate note....may i suggest posting this under scripts a lot of people may not notice it because you have it under creatures.
V
Posted by whistler ( ..xxx.xxx ) at 2003-04-22 10:13:00
hiya,
Having creatures instead of placeables means a live DM can move things around, limbo them, etc. For a single person module having a placeable would have achieved the exact same effect, but using creatures gives a DM more flexibility.
Also, the link you posted seems to be for visual effect placeables (I'll download it and check it out). These are the actual spells. (ie: instead of just looking like a grease spot, my script is a grease spell with the falling down effects and movement reduction, etc)
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