This is the Enchanter package. This package adds a new specialty class for Wizards & Sorcerors.Any one who has played D&D for a number of years remember the famous dancing weapons, where they would protect their master for a short time. Well, these are far improved & are great at defending. Maybe not as powerful as my other specialty classes but their resistances make up for it. Plus they give a caster time to do what he needs to win the fight(cast of course!) Enjoy =)
It adds:
-A summonable floating Hammer henchmen which is resistant to many attacks & levels with you(every 5th lvl)
-Two summonable floating Blade henchmen they are resistant to many attacks.(lvls with you as well)
To use simply place the on enter script either in a specific area or the on enter of the module. Then you place the on activate script on the on activate of the module. you can adjust how many henchmen you want by editing the script. the default limit is 3.This specialty class requires you to type "Enchanter" for the subrace & to use the items you must be a wizard or sorceror & be neutral or any good. This is the first release so to get it to work you have to target a body. You may want to change some of the creatures to leave a lootable corpse & increase decay time to at least 50 seconds or so to give you time to target the corpse & raise your minion. I plan to change this soon so you won't need to target a body.
-This version does not require cep to work.
The summons also level with you, every 5th level they become more powerful.
They are quite powerful but are designed for a high magic world. You can simply edit the creatures if you want to make them useable for a low magic world. you can edit the skins & weapons/armor to basic items and tweek stats.
Hope you all enjoy this & let me know what you think of the package.
-The henchmen dissapear on resting so keep that in mind. I have several other specialty classes I will list as well if anyone has interest.
Notes to builders/dm's- I currently have my SC's(specialty classes) bundled together in an on activate script. you can have as many as you like if you both combine the on activate script & have a "on_enter" area for that specific SC. This can easily be made into a quest from an npc that checks your class,then gives a key to say a temple. you must complete objectives to be rewarded with the specialty class status. perhaps once you perform in the quest area a secondary npc can give a key for the "on_enter" area. or simply give you the summoning items. I wanted to implement this for my mod but I'm not sure if ill get around to doing it soon. If I do i'll post the prefab quest areas.
Thanks to blackhowlings henchmen scripts & to lilac soul for additonal scripts made with the script builder.
A link to my pw forum, stop by to find out more about the mod, specialty classes & join the forum if you are so inclined. We need Dm's,players,Builders. External Website Beyond Our Control
thanks for stopping by and leaving the feedback! At the time I made it they did function for me but I never did a server test with other players just a few solo runs. i think i set the hammer to follow at a differant distance so they dont all clump up. it's been so long since i've worked on these classes. i also have about 8 ones i never started but planned out on paper and 3 that are semi finished in my mod. (WolfLord,RavenMaster and ManticoreMaster) i was also working on some powerful races that when you use the on acquire item it polymorphs you into your alternative form while giving the player an innate summon and buffs/resists depending on what they are.
Anyway thanks for the download and comments.I hope to make some for nwn2 eventually as well. _________________________
Posted by error_55o at 2007-10-03 12:45:55 Voted 8.00 on 10/01/07
oh, you need to make a monster with the TAG zombiemgm and save the script with the items tag for the save name :) _________________________ sorry, cant get my pen to work on the screen so no signature ^_^
Posted by error_55o at 2007-10-03 12:44:00 Voted 8.00 on 10/01/07
hehe, couldn't wait for update so I made a script for a wand/ring or what ever :)
#include "x2_inc_switches"
void main()
{
int nEvent = GetUserDefinedItemEventNumber();
if (nEvent != X2_ITEM_EVENT_ACTIVATE) return;
object oItem = GetItemActivated();
object oActivator = GetItemActivator();
location lTarget = GetItemActivatedTargetLocation();
object zombiemgm = CreateObject( OBJECT_TYPE_CREATURE , "zombiemgm" , lTarget);
effect eEffect;
eEffect = EffectDamage(1000, DAMAGE_TYPE_MAGICAL, DAMAGE_POWER_NORMAL);
ApplyEffectToObject(DURATION_TYPE_INSTANT, eEffect, GetObjectByTag("zombiemgm"));
ApplyEffectAtLocation( DURATION_TYPE_INSTANT , EffectVisualEffect( VFX_IMP_HARM ) , lTarget);
ApplyEffectAtLocation( DURATION_TYPE_INSTANT , EffectVisualEffect( VFX_FNF_SWINGING_BLADE ) , lTarget);
}
_________________________ sorry, cant get my pen to work on the screen so no signature ^_^
Posted by error_55o at 2007-10-01 16:47:04 Voted 8.00 on 10/01/07
hehe, forgot to vote ^_^ give you an 8.00 would have been more but you need to make the summons without bodies yet ^_^ _________________________ sorry, cant get my pen to work on the screen so no signature ^_^
Posted by error_55o at 2007-10-01 16:36:51 Voted 8.00 on 10/01/07
well, after a few days I got both working and altered the scripts to the nw_ch******** (default henchmen scripts from nwn) and now they follow me as I think was intended, when are you gonna make them cast with out a body? that would be cool ^_^ _________________________ sorry, cant get my pen to work on the screen so no signature ^_^
Posted by error_55o at 2007-09-30 01:07:40 Voted 8.00 on 10/01/07
Wow, love it, just one thing, one of the stones dont work for me (the hammer one) _________________________ sorry, cant get my pen to work on the screen so no signature ^_^
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