CEP 2.0 includes a demilich based upon Demigog's, but the implementation is slightly kludgy (that's the author's assessment, BTW), and some parts don't work as they were intended to. I went in, overhauled the inner workings to make them a bit nicer (with fewer heartbeat scripts), fixed what wasn't working, and added a little extra pizzazz. My intent is to submit this to CEP as a fix for their creature, but it's also available to whoever wants it.
As always, let me know if I missed anything.
Downloading:
There are three options for downloading.
Demilich_hak.zip is a hak version to be used in conjunction with CEP 2.0 and cep2_add_sb_v1.hak. If you unzip this into your hak directory and associate the .hak with your module, placing it above the CEP2 haks, then this demilich will replace the buggy CEP one. (Alternatively, you could merge this into your server's copy of cep2_add_sb_v1.hak, as long as you consider this approach "unofficial".)
Demilich_erf.zip is an importable version to be used in conjunction with CEP 2.0 and cep2_bluept_v1.erf. If you unzip this into your erf directory and import the .erf into your module, overwriting the CEP resources, then this demilich will replace the buggy CEP one.
Demilich_nonCEP.zip is an importable version from which all CEP requirements have been stripped. If you don't use CEP, then unzip this into your erf directory and import the .erf into your module to get the creature and associated resources.
Building:
There are three major changes with this creature in regards to module builders.
First, you can no longer use the Pile of Bones placeable as a resting demilich. (This only applies to newly placed placeables; a Pile of Bones placed under the old CEP system will continue to function even after adding this package to your module.)
Second, these scripts have much less hardcoding, so you can change some things without editing scripts. In particular, the CEP blueprint name is no longer hardcoded, so you can make custom demiliches that behave like this one. (In fact, there's an example custom demilich included.)
Third, you may want to be sure to give your players access to the CEP Holy Water item, as the demilich's death sequence has been fixed.
And a final note: this is not only backwards-compatible with any demiliches currently in your module, but also updates their behavior (and updates their portrait, description, and feats once they retreat to bones) without the need to "update instances".
Playing:
* The demilich's Trap the Soul ability now prevents attempts to raise the victim, as was intended.
* The demilich is no longer destroyed merely by killing it, as was intended.
* The demilich no longer shouts.
* Truly destroying the demilich now can cause momentary stunned and dazed effects. I hope these are not detrimental so much as a reflection of just how powerful a force you were messing with.
* Spiffier visual effects are being used.
DM-ing:
* The demilich's special death sequence does not fire properly if the demilich is DM-controlled when it is killed. DM's might want to exercise caution.
Misc:
* The default demilich feat selection was changed. Weapon feats are now for the creature weapon, rather than the rapier, and Spell Foci have been added since the demilich seemed to have not enough feats given its level.
* Demilich description and portrait changed. (They were the lich versions.)
* The Gem Tooth was given a makeover and intrinsic value, and it is now droppable.
* The Dust Cloud is no longer usable. (It tended to get in the way.)
CEP technical notes:
* All of the files included in this were changed, with the exceptions of zep_cre_d10drb.uti, zep_cre_demilh.uti, and zep_inc_scrptdlg.nss.
* The conversation zep_demi_bones is no longer used.
* CEP talk table entries 41052 and 41053 are no longer used.
* I tried to stick with the CEP naming scheme to make it easier should this be accepted as a fix for the CEP demilich.
* This is backwards-compatible. Existing modules will not break if this gets incorporated into a new CEP version (unless the module was depending on the bugs).
Updates:
5/19: Minor update to hide corpses of freed PC soul victims who have logged out, and to store more data accessible in custom death and destruction scripts.
7/6: Gave the Gem Tooth some value. Also added a few safety checks to some scripts.
11/2: Demiliches now retreat to bone placeables when no PC's are in the area.
1/8/08: The conversation with the placeable is now private, which makes sense since nothing is being spoken aloud.
3/26/08: Fixed a bug that occurs if a demilich is set to not destroyable.
That error is what you would get if you used the import version (.erf) of this together with cep2_add_sb_v1.hak. Is that your situation? If you use the hak version of CEP's blueprints, you need to use the hak version of this (because this needs to override certain scripts in CEP's hak).
Posted by azak30 at 2008-01-16 16:37:10 Voted 9.75 on 01/16/08
i have found one minor bug in the script called zep_demi_aoe_ent on line 30 when compiled it returns a error of variable defined without type .
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