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NWN SCRIPTS

- Jump to comments -
Title  Repelling function (wing buffet, staff of the ram)
Author  Eldernurin
Submitted / Updated  04-09-2004 / 11-22-2006
Category  Creature Related
Expansions  HOTU-1.62
View Code  

Select All Text | View Code in separate window
Format  Module and Code
Type  Type - Combat
Includes  Custom
Description
This function will repel creatures by sliding them across the floor! (anyone who has played Baldur's Gate 2 knows where I got my inspiration) With it, many new systems and combat actions can be added to your module. This requuires scripting knowledge to use. Comes with cool demo module, a .txt version of the include file, and a .erf. D/L is recommended, as the demo module is very helpful for both instructions and sample code. Please note that this is about the function, and providing the function for use by builders, not to provide a working wing buffet or weapon scripts! The demos featured are a wing buffet demo, a weapon demo (staff of the ram, ring of the ram, sling of repelling), a bomb demo, and a limiter demo. Even if you don't like D/L, still please copy the code shown below. However, issues/problems with the function and the limiter waypoint use are important things that are only addressed in the demo mod.

Files

NameTypeSizeDownloads
Eldernurin1081565659625inerepulsion.zipEldernurin1081565659625inerepulsion.zip
Submitted: 04-09-2004 / Last Updated: 04-09-2004
zip39.46Kb483
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Comments (15):

Posted by ShaDoOoW at 2011-02-13 05:23:22    Voted 10.00 on 02/13/11
I didn't even thought, this is possible (make knockdowned creature to walk), great stuff, I used your code in my project to make dragon's Wing Buffet.
_________________________
[Boost System] [Door System] [Devastating Critical Immunity] [HIPS remake] [Circle Kick Mode] [1.69 Full 2da Source]

Posted by jules at 2005-05-05 01:51:21    
anyone successfully integrated a saving throw plus immunity granted by "has knockdown immunity" to this- I'm having a few problems getting them integrated into the staff of the Ram script...

Posted by Jasperre at 2004-04-15 13:29:00    
Eldernurin, a note, EffectKnockdown doesn't allow movement - it is as bad as paralysation and so on for moving :-) you are correct about not using it. And it'd look worse.

Immunity to knockdown is easily got, of course, like Yaballa said.Jasperre
- Only happy with a notebook full of ideas and a open toolset :-)
_________________________
Jasperre

Scripter. AI builder. Not Jassper.

Posted by Eldernurin ( ..xxx.xxx ) at 2004-04-12 19:42:00    
Yes, I researched all of the possible methods of doing what I wanted to do before I made this script- besides, you wouldn't want to slide anywhere backwards, would you?

There was a backwards possiblity, but it involved short-range JumpToLocations, and was prone to "blinking" across the map, which is worse visually.

Posted by Xanas at 2004-04-12 11:41:00    
I would probably be willing to use this if there was an effective way for the pc to go backwards. But as it is, that they flip around most of the time, it's a bit odd.

This isn't to say it's not useful or to spite you for doing a bad job.. I actually think it's a limitation of nwscript that you can't tell them to move backwards.


Posted by Eldernurin ( ..xxx.xxx ) at 2004-04-11 13:17:00    
You are free to modify this as suggested to work better for your purposes...

A clarification on the knockdown stuff: I thought that the script wouldn't work with knockdown, because A) the player would kneel, not fall over, B) the player wouldn't be able to pseudowalk to the end point because of conflicting effects, and C) it is possible to apply knockdown outside of my function, and have both working at the same time without needing to modify the function.

Posted by Yaballa at 2004-04-11 09:13:00    
Sorry for the double post, I never realized that by checking the Preview box you also post your message :|

Posted by Yaballa at 2004-04-11 09:09:00    
And yes, I forgot to mention that I added this check right below "SLIDING" check to make sure we don't break anything with engine's late report for knockdown immunity.

if(GetIsImmune(oTarget, IMMUNITY_TYPE_KNOCKDOWN))
{
// Give feedback to PC
if(GetIsPC(oTarget)) {SendMessageToPC(oTarget, GetName(oTarget) + " : Immune to knockdown.");}
return;
}

Posted by Yaballa at 2004-04-11 09:09:00    
And yes, I forgot to mention that I added this check right below "SLIDING" check to make sure we don't break anything with engine's late report for knockdown immunity.

if(GetIsImmune(oTarget, IMMUNITY_TYPE_KNOCKDOWN))
{
// Give feedback to PC
if(GetIsPC(oTarget)) {SendMessageToPC(oTarget, GetName(oTarget) + " : Immune to knockdown.");}
return;
}

Posted by Yaballa at 2004-04-11 09:09:00    
And yes, I forgot to mention that I added this check right below "SLIDING" check to make sure we don't break anything with engine's late report for knockdown immunity.

if(GetIsImmune(oTarget, IMMUNITY_TYPE_KNOCKDOWN))
{
// Give feedback to PC
if(GetIsPC(oTarget)) {SendMessageToPC(oTarget, GetName(oTarget) + " : Immune to knockdown.");}
return;
}

Posted by Yaballa at 2004-04-11 08:52:00    
Of course I know that knockdown makes your player run IF you don't apply VFX_DUR_FREEZE_ANIMATION which I left. So the player was knockdowned and the animation was frozen. It works, try it :)

Posted by Eldernurin ( ..xxx.xxx ) at 2004-04-10 20:37:00    
I didn't think that creatures could walk around while they have been knocked down-- you do realise that your character is walking to the endpoint, don't you? Knockdown is one of those effects like paralyze that make my function NOT work. Death also prevents creatures from walking!

Posted by Yaballa at 2004-04-10 17:25:00    
Hi!
This is very nice :)

I would suggest replacing the PlayAnimation with EffectKnockdown; it will add the prone penalties and provide something to be immune to. I used fPause of 0.3f and it worked nicely.
Great work and keep it up, Eldernurin.

P.S. The demo mod is great.

Posted by Eldernurin ( ..xxx.xxx ) at 2004-04-10 09:06:00    
Please, everyone take a look at the demo module! I spent a whille designing it!

Posted by Jasperre at 2004-04-10 03:30:00    
I needed some code for the Spellmans Project for things like Grasping Hand and them kinda spells.

This looks quite good, if it works (and I'm going to e-mail you) I might well use it :-)Jasperre
- Only happy with a notebook full of ideas and a open toolset :-)
_________________________
Jasperre

Scripter. AI builder. Not Jassper.

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