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NWN SCRIPTS

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Title  Rebuke/Command Undead for Turn Undead
Author  Wes Baran
Submitted / Updated  11-29-2003 / 11-22-2006
Category  Spells
Expansions  HOTU-1.62
View Code  

Select All Text | View Code in separate window
Format  Code Only
Type  Type - Other
Includes  BioWare Standard
Description
This script allows evil clerics to rebuke (stun) or command (dominate) undead instead of turning and destroying as good clerics do. An evil cleric can only control a total number of undead with a combined HD equal to or less than the clerics level. For instance, a level 5 cleric can control 2 zombies (2 HD each) and a skeleton (1 HD) for a total of 5 HD. Oh, and yes, you DO control all of them. Good and neutral clerics turn and destroy undead as usual. Rebuke/Command also works for Blackguards (anyone who is evil and can turn undead). This script has been updated to 1.61 (HotU compliance, but should work for any 1.61 version. Added to BioWare original script. 1.62 update: Fixed an issue where undead players (shifters, etc.) were not being targeted. Update April, 14th: Added .ncs file to the .zip for players to use in their override folder - no script changes though (see readme txt included in the .zip for more information)

Files

NameTypeSizeDownloads
turndead162a.zipturndead162a.zip
Submitted: 11-29-2003 / Last Updated: 04-14-2004
zip4.86Kb986
--
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Comments (28):

1 2 3

Posted by Brand at 2004-01-1514:04:00    
To the person who voted and gave this script a 7, I'm curious as to why? What was wrong with the script? Please, please, please do not vote without explaining why.

Posted by Brand at 2003-12-2916:12:00    
Ask and you shall recieve. At least for the HotU version. :) HotU version is up. This new version adds the changes to account for the planar turning feat. There is also a change in Blackguard turning power, as done with the new 1.61 BioWare original script.

Posted by gnomes at 2003-12-2817:06:00    
Any eta on the HOTU version?

Posted by Brand at 2003-12-0722:22:00    
The default script in HotU was changed slightly, but it wouldn't have overwritten any custom scripts (which this would be counted as). So, if you have this script in a module, it will use this one instead of the default one (which is what the game always does with scripts with the same name as default ones). I plan on adding the extra bit that HotU put into the script (it deals with giving planar creatures turn resistance based on their SR, but otherwise doesn't change anything else). So, for now, it works pretty much as it should, except planar turning (epic feat) would be easier than it would with the default turn script. If that doesn't clear up your questions, please let me know.

Posted by godbreaker at 2003-12-0718:01:00    
question, i loaded this then got hordes and overwrote, so did the script return back to default or did hordes change it in anyway? Will the new update interefere with this script as well or should I wait till update before overwriting with this.

Posted by Brand at 2003-12-0514:23:00    
Well, as far as multiple cleric/blackguards go, while an undead has been dominated, no one else should be able to dominate it. That's just the way the NwN engine works. However, I have not been able to test this yet, so if it works differently, I apologize. :) And if you have other dominated creatures (say, through the animal empathy skill) they will become undominated. That's just another way the engine works. "Normal" domination goes away when another creature is dominated. Sorry if that causes further problems for cleric/druids or cleric/rangers. Your normal animal companion will remain uneffected though. One thing to note: IF you dominate the undead FIRST and then dominate the animal (etc), you won't drop any of the dominated undead AND you'll still have the dominated animal.

Posted by Primogenitor at 2003-12-0505:53:00    
I havnt tested this yet, but Ive looked through the code and have a few questions. How do multiple cleric/black guard players interact? If another PC has controled undead, do you steal them? Are controlled undead still hostile towards other PCs? I can see that it works by using a dominate effect, does this cause a problem with the ranger dominate animal skill? Incidentally, it would be easy to make your own override file. I TAKE NO RESPONSIBILITY FOR THIS WORKING OR NOT OR ANY OTHER CONSEQUENSES!!! Just put this into a module, load it into the toolset, without closing hte toolset go into the nwn\module\temp directory and copy the nw_s2_turnundead.ncs file into your override. Then it SHOULD work, in theory. I havnt tried this yet cos im not at home. If anybody else has other suggestions/corrections add them!

Posted by 69_Jeremy_69 at 2003-12-0311:18:00    
No I think thats it, I dont remeber ever getting more then one at a time.

Posted by Brand at 2003-12-0311:11:00    
Other than this just being a standard script (non HCR) I think that the difference may be that you actually control ALL the undead that you successfully command instead of just one of them. Of course, someone who uses HCR could answer this better. :)

Posted by 69_Jeremy_69 at 2003-12-0310:35:00    
There was a rebuke undead in the HCR 2.1 code before, so (not a flame) whats different in this script? (beside support for black guard)

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