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NWN CREATURES

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Title  Shadow Dragons complete v0.95
Author  Dracwyn
Submitted / Updated  01-19-2003 / 01-26-2003
Category  Dragon
Class3  Fighter /
Properties  as per D&D3e (roughly)
Class2  Fighter /
Class1  Fighter / 01
Levels  various, up to extremely high great wyrm
Level1  01
NPC  Yes
Scripts Included?  Yes
Dialog Included?  No
Type  various
Gender  Male
Abilities  as per D&D3e (roughly), including shadow blend and shadow dragon breath weapon, and create shadows
Size  Various
Alignment  Chaotic Evil
Description
Shadow dragons based on D&D3e. Includes a very stripped-down module with one each of adult, old and ancient variants. Also exported erf file for your own modification and use. Adds breath weapon (see notes, it replaces the weaken breath), and shadow blend using scripting for on combat round end, rest, and spawn. See descriptions for erf and module. Modify to own taste if so desired. Now adds great wyrm with create shadows ability, and stacking level loss from breath weapon. Updated visual effects and added credits for iceViper. Numerous other small adjustments (see notes).

Files

NameTypeSizeDownloads
Dracwyn26shadowdragonsbyDracwyn2.zipDracwyn26shadowdragonsbyDracwyn2.zip
Submitted: 01-19-2003 / Last Updated: 01-25-2003
zip285.31Kb2540
--
SCORE OUT OF 10
8.5
2 votes
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Comments (17):

Posted by Gonzo_og at 2008-03-14 16:17:35    
Ha! Can't help but laugh at your avatar in the screenshot.
_________________________
stuff

Posted by Nevyn_au ( ..xxx.xxx ) at 2004-12-16 18:18:00    
The Dragons look real good, unfortunatly the Great Wyrm locks up the game when it fires it onpercieve script.

As a hidden DM I can walk around it possess it, however as soon as I appear - lockup. Put any other creatures in with it instant lockup.

Base NWN install no SOU or HOU
Also tried on SOU,HOU,CEP same result

Posted by Nevyn_au ( ..xxx.xxx ) at 2004-12-16 18:17:00    
The Dragons look real good, unfortunatly the Great Wyrm locks up the game when it fires it onpercieve script.

As a hidden DM I can walk around it possess it, however as soon as I appear - lockup. Put any other creatures in with it instant lockup.

Base NWN install no SOU or HOU
Also tried on SOU,HOU,CEP same result

Posted by Entropicus at 2004-06-05 11:25:51    Voted 10.00 on 06/05/04
One of the best creatures I've downloaded from this site. It's much better then my english...

Posted by Anonymous ( 4.153.xxx.xxx ) at 2004-05-16 18:38:00    
Now for a shadow wyrmling....

Posted by Old_Scores_Transfered at 2004-02-20 10:33:02    Voted 7.00 on 02/20/04
This is a compilation of the old system into a single score. There were 7 that made this score of 7.29 then rounded to 7.

Posted by Dracwyn ( ..xxx.xxx ) at 2003-07-11 20:36:00    
As to the too large level loss: are you sure the second hit was not for 6 levels? What did the floating text say? (it should say your current, lost and new negative levels). If you make the save, level loss is 1/2, which would account for the 6 levels lost the second time.

In my own testing, I've checked the evasion codes, and the full and half level losses, and it worked each time for me. Let me know if you do find an error.

I am aware of a possible bug with this for pcs. If you die with negative levels, and respawn, the local int for negative levels may not be reset, causing the pc when hit again to lose all the previous as well as old levels again. An on death script reseting the local int should fix this if it is the case, I just haven't had the time to check and fix it myself (although it's a trivial fix).

The time is the problem with the rest of it. I've seen the dim_door script, and considered playing around with it and the phase spider. I hadn't exactly decided on how I wanted the ai to use the ability though (when to escape, when to attack, etc). Ditto for shadow walk. The mirror image ability was the one giving the most current trouble. I have some ideas, but again, haven't had the time yet to do it.

Also, to get this compatible with the gold dragon weaken breath, I was intending to simply set a local int on the shadow dragons, then have the breath weapon check for that int, and use the shadow breath script if it finds it, the old weaken if not. Another relatively easy fix, I just haven't had time for.

Ideas for animations for the tail and crush attacks would be appreciated.

Posted by Ken-1 ( ..xxx.xxx ) at 2003-07-11 12:09:00    
Other things to concider:

Try moving all your scripting to the userdefined part. It's more elegant.

If you still are looking for a dimension door effect, try looking at the phase spider's userdefined script (the name dim_door should give it away) it also has a modified onSpawn-script, but that ok, 'cus it's just 2 lines uncommented (one of them being the flag to fire the userdefined onCombatEoundEnd-event)

Posted by Ken-1 ( ..xxx.xxx ) at 2003-07-10 19:39:00    
It seems to me that the breath-effects are a little too stacking...

first hit was ok, i went from 0 to 3 neg-lvl, the second hit was also 3 neg-lvls, so that should put my 18lvl char on 12... but instead i got down to 9...

I'll pry though you scripts to see if I can find the error and fix it for myself, but I think you should too...

Posted by Shane ( ..xxx.xxx ) at 2003-06-10 05:41:00    
This is great. Thanks! I have it set up in my mod now and the players love it. For those that want to see it in action please check out my server.
! Path of Balance !
The game is called The Path of Balance under the action catagory.

Thanks again!

Posted by Dracwyn ( ..xxx.xxx ) at 2003-01-26 13:14:00    
Ack, connection freezies. Sorry about the multi-post
below.

Also, I've uploaded another large picture, so when the
records get updated, hopefully that should work.

Posted by Dracwyn ( ..xxx.xxx ) at 2003-01-25 23:44:00    
I've uploaded an updated version now.

It adds a great wyrm and stacking negative levels from the
breath weapon as well as updated visual effects amongst
other changes.

I hope the changes are received well.

Congratulations to anyone who kills the great wyrm solo
(without massive item/etc hacking).

Posted by Dracwyn ( ..xxx.xxx ) at 2003-01-25 23:44:00    
I've uploaded an updated version now.

It adds a great wyrm and stacking negative levels from the
breath weapon as well as updated visual effects amongst
other changes.

I hope the changes are received well.

Congratulations to anyone who kills the great wyrm solo
(without massive item/etc hacking).

Posted by Dracwyn ( ..xxx.xxx ) at 2003-01-21 23:03:00    
I used the ethereal visage merely because it looks a
little more evil to me than ghostly visage, and similarly
shadowy. Not that it really matters. Anyone using this
should feel free to choose whichever is to their liking.

I've been working on an update, and now have a functioning
great wyrm with a decent create shadows ability.

The only problem I'm still having is getting level losses
from the breath weapon to add. I'll work on it a bit
more, and see if I can find a way to retrieve the current
number of negative levels from a target (my current
attempts claim they're ok, but don't actually generate the
appropriate result so far).

As it stands, the breath weapon functions as all other
negative levels do in nwn (ie, not cumulative), so it may
even be prefered this way for some people. I'd rather it
added though, if I can manage it.

Posted by iceViper ( ..xxx.xxx ) at 2003-01-21 15:38:00    
Finally someone thought of usign it...

So basiclly it's an upgrade of mine...


Good work! (First person to use my scripts...The really
only non heartbeat scripts i've seen...)


Well thanks for the credits...
I don't have the monster manuel...so i couldn't do this...

Why did you change to Ethreal? That's Purple...and less
like BG & BG2

Posted by Dracwyn ( ..xxx.xxx ) at 2003-01-20 17:57:00    
iceViper: I did use some of your methodology. Check and
see if I credited you for the idea of scripting the on
combat round end, spawn and rest (I avoided the hit of on
heartbeat too). If I didn't, I should have and will
correct it in any updates. I changed the visual effect
from ghostly visage (I think that was what you used) to
ethereal visage (not much visual difference really, if
any), and added the nine-tenths concealment (40% miss
chance) it should give. I also had to script the shadow
dragon breath weapon (that was the bulk of the work,
although not hard). Besides that, I used the 3e stats
from the monsters of faerun, created the appropriate
creature hides, and gave what I thought were a reasonable
assortment of sorcerer spells for each caster level (age
category). I also added improved invisibility, ethereal
visage and shadow shield 3/day to emulate as well as
possible the mirror image, non-detection, dimension door
and shadow walk 3/day abilities shadow dragons should
have. It's a bad fudge, but none of those abilities are
really in NWN in a close form at all.

I still intend to make at least one more version,
including a great wyrm shadow dragon, assuming I'm happy
with an implementation of the create shadows ability (I'll
try to do this as a permanent darkness effect about the
dragon). This is only an issue for the great wyrms, as no
younger shadow dragon should have this ability. Of
course, it COULD be emulated by allowing the dragon to
cast Darkness (which it already does in my version, as a
sorcerer), but I'd rather a permanent effect, as I feel it
more closely emulates the way the dragon ought to use the
ability. I could also merely give it 50% miss chance, ie
full concealment (it's technically invisible), but that
doesn't look very impressive or remininscent of the power
now does it? I might do so if necessary, but I'd rather
have a shot at the other method first.

Also to check: does the erf require the export of the
creature hides for importing? I think I forgot to include
those (although the creature blueprints ARE included), so
if I did forget, and anyone needs them before an update,
just load the module, and export all the necessary
resources.

Also, is the negative level gain cumulative? I couldn't
tell in my own testing. If not, I'll try to update the
breath weapon script to grab current negative levels, and
apply new negative levels as current + new loss, and
account for neg levels > HD => death if that doesn't
function either. Of course, this would be an engine
problem if it fails, so level drain from other sources
FOLLOWING the shadow dragon breath would still not add
properly, only those from BEFORE the dragon breath +
dragon breath(s).

Owell. It's a beginning anyways.

Posted by iceViper ( ..xxx.xxx ) at 2003-01-20 11:14:00    
Well.... I did this already...cept without the 3rd Edition
rules....

1) Did u use Hearbeat?
2) Did u use mine?(They don't use heartbeat)

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