This spell replaces the standard Bioware Time Stop which affects the entire module. This Time Stop will only affect a specified area around the caster in meters. Duration and Area of Affect are easily cusomizable within the script itself. I've included a test module so you can see how it works. Be sure to cast familiars, summons, etc. to get a good feel. Also the rar has an importable .erf file, as well as, the script itself and a readme file. This is the latest version of my popular Time Stop spell. This version is basically a bunch of bug fixes and a visual improvement. This Time Stop version will not affect the caster's summons, animal companions, familiars, or the first henchman. It also will stop creatures with Immunity to Mind affecting. Also changed the look of the spell so it looks nearly exactly like Bioware's with how the creatures look when stopped.
Posted by Hanzo666 at 2011-04-15 23:02:07 Voted 10.00 on 04/15/11
A little jewel! Even now in 2011.
However the visual effect no longer looks appropriate since nwn 1.69
Monsters just froze without any visual effects.
Also was missing the spell hook system, I re-added it.
I modified the visual effect to give monsters a blueish-green aura effect.
Here's my modified version:
//::////////////////////////////////////////////////////:://
//:: Invizible420's Alternate Time Stop Spell //:://
//:: //:://
//:: By: Invizible420 //:://
//:: (Created 12/20/02 updated 06/13/04 (v 1.75) //:://
//::////////////////////////////////////////////////////:://
//:: //:://
//:: Persistent World Workaround for Bioware's //:://
//:: Default Time Stop Spell. This will //:://
//:: CutSceneDominate creatures within a radius //:://
//:: of the caster. //:://
//:: //:://
//:: This version will not Time Stop the caster's //:://
//:: familiar, summons, animal companion, and only //:://
//:: the caster's first henchman (Does not support //:://
//:: multiple henchmens. Has been thoroughly tested //:://
//:: and will Time Stop creature's with Immunity to //:://
//:: Mind Affecting spells. //:://
//:: //:://
//:: Contact info/Bug Reports: [email protected] //:://
//::////////////////////////////////////////////////////:://
#include "NW_I0_GENERIC"
#include "x2_inc_spellhook"
// Customize User Defined Variables
//float fDur = 15.0; // Duration in seconds -- Change this to however long you want Time Stop to last Uncomment and Comment out 3rd ed duration
// This is the formula for accurate 3rd ed. Duration
float fDur = IntToFloat(d4(1)+1)*6.0; // Least duration is 12 seconds, maximum duration is 30 seconds
float fDist = 20.0; // Radius in meters -- for a wider area of affect increase this float
// Function to resume creature(s) previous actions wrapped for Delay
void ResumeLast(object oResumee, object oIntruder)
{
// Delay DetermineCombatRound
DelayCommand(fDur+0.25,AssignCommand(oResumee,DetermineCombatRound(oIntruder)));
}
// Function to control Time Stop effects
void TSEffects(object oEffector, object oCaster)
{
// Check if stopped creature is a hostile
if (GetIsReactionTypeHostile(oCaster,oEffector) == TRUE)
{
// Start the resume combat round after Time Stop
ResumeLast(oEffector, oCaster);
}
// Clear the creature(s) action que
AssignCommand(oEffector,ClearAllActions(TRUE));
// Make module dominate the creature(s) for fDur seconds & Freeze the Animation to look like time stopped
AssignCommand(GetModule()
,ApplyEffectToObject(DURATION_TYPE_TEMPORARY,EffectCutsceneDominated()
,oEffector,fDur));
ApplyEffectToObject(DURATION_TYPE_TEMPORARY,EffectVisualEffect(VFX_DUR_AURA_PULS
E_CYAN_BLUE),oEffector,fDur);
}
// Function to get creature(s) within radius and apply the alternate Time Stop
void TimeStop(object oTarget)
{
object oNearestC; // Define nearest creature
// Begin loop to find all creatures within the fDist meter radius
oNearestC = GetFirstObjectInShape(SHAPE_SPHERE, fDist, GetSpellTargetLocation(), FALSE, OBJECT_TYPE_CREATURE);
while(GetIsObjectValid(oNearestC))
{
// To make sure it doesn't stop the caster or caster's familiar, first henchman, or summons
if ((oNearestC != oTarget) &&
(GetAssociate(ASSOCIATE_TYPE_ANIMALCOMPANION, oTarget) != oNearestC) &&
(GetAssociate(ASSOCIATE_TYPE_FAMILIAR, oTarget) != oNearestC) &&
(GetAssociate(ASSOCIATE_TYPE_HENCHMAN, oTarget) != oNearestC) &&
(GetAssociate(ASSOCIATE_TYPE_SUMMONED, oTarget) != oNearestC))
{
// Start the Time Stop effects
DelayCommand(0.75,TSEffects(oNearestC,oTarget));
}
// Get the next creature in the fDist meter radius and continue loop
oNearestC = GetNextObjectInShape(SHAPE_SPHERE, fDist, GetSpellTargetLocation(), FALSE, OBJECT_TYPE_CREATURE);
}
}
// Begin Main Function
void main()
{
/*
Spellcast Hook Code
Added 2003-06-20 by Georg
If you want to make changes to all spells,
check x2_inc_spellhook.nss to find out more
*/
if (!X2PreSpellCastCode())
{
// If code within the PreSpellCastHook (i.e. UMD) reports FALSE, do not run this spell
return;
}
// End of Spell Cast Hook
//Signal event to start the Time Stop
SignalEvent(OBJECT_SELF, EventSpellCastAt(OBJECT_SELF, SPELL_TIME_STOP, FALSE));
// Begin custom Time Stop
TimeStop(OBJECT_SELF);
ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_TIME_STOP), GetSpellTargetLocation());
}
Posted by Shargast at 2008-05-24 07:55:54 Voted 10.00 on 05/24/08
Good script
Cheers
Shargast _________________________ Realms of Shargast V1-V5ab, LOTR V15, The Undeath Clave & Faithful of Aerth
Posted by fenix_nl ( 194.247.xxx.xxx ) at 2005-09-22 05:10:16
How about the situation where another enemie walks into the radius AFTER the effect has been applied?
In other words, any plans to make it a AoE effect in the future?
Posted by Inviz420 ( 24.196.xxx.xxx ) at 2004-11-28 03:21:00
Did several tests with familiars and summons and server running. Scripts worked fine, no crashes. Scripts did not freeze the familiars as is intended, it only froze the enemies.
Was not able to reproduce your crash... I would check it again and perhaps tell me exactly what you are doing.
The file has been updated. Now includes a test mod, importable erf, the script, & readme.
You can try the test mod and everything now works correctly.
_________________________ Enjoy.
- Invizible420
Posted by Inviz420 ( 204.95.xxx.xxx ) at 2004-06-12 13:25:00
Sorry - been away from NWN for a while and am just getting back.
I just edditted the spell and made it much more efficien. I still have to run test on it tonight, hopefully will post new version Monday.
The new version will not stop Familiars, Animal Companions, 1 Hencman (not setup for multiple henchman), and summons. All other PC's and Monsters will be stopped.
Also - updated the animations - so the creatures won't just stand there like before - they will actually look like they were frozen in time (like how Bioware's Timestop looks).
Posted by Inviz420 ( 204.95.xxx.xxx ) at 2004-06-12 13:25:00
Sorry - been away from NWN for a while and am just getting back.
I just edditted the spell and made it much more efficien. I still have to run test on it tonight, hopefully will post new version Monday.
The new version will not stop Familiars, Animal Companions, 1 Hencman (not setup for multiple henchman), and summons. All other PC's and Monsters will be stopped.
Also - updated the animations - so the creatures won't just stand there like before - they will actually look like they were frozen in time (like how Bioware's Timestop looks).
Posted by Tapek ( 138.130.xxx.xxx ) at 2004-05-09 05:02:00
There are a couple of problems with this script. Creatures with immunity to mind spells are not affected by this. Additionally when the domination wears off, your character will do something random and stupid.
Just a quick suggestion, you should post it as a file not a code or both so they have the option, erfs are easier to import and uncompress than the code, easier is better
Posted by Anonymous ( ..xxx.xxx ) at 2004-02-10 00:28:00
Ha, I upped a timestop script same time you did. Now people will have a choice how they want their timestop to work.
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