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NWN SCRIPTS

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Title  GhostMaker 2.0
Author  Gaia_Werewolf
Submitted / Updated  05-31-2004 / 11-22-2006
Category  Creature Related
Expansions  NWN-1.62
Format  Code Only
Type  Type - Appearance
Includes  None
Description
GhostMaker 2.0! This time with fewer spelling mistakes in the description, and updated from 1.0 to 2.0.

This package (consisting of 5 scripts, one item and one conversation) will turn any targeted creature 'ghostly.'
They will have Ghostly Visage, Attack decrease by 100, Walk-through-ness, full spell failure and Immortality. Perfect for making 'ghostly' creatures or players. You can choose between timed, permanent and permanent-but-dispellable effects.
Additionally, a function to actually remove the effects is included (thank goodness). Item is in Special -> Custom 1.

This item isn't fully tested, and feedback is appreciated.

Files

NameTypeSizeDownloads
GhostMaker2.0.zipGhostMaker2.0.zip
Submitted: 05-31-2004 / Last Updated: 06-25-2004
zip6Kb590
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Comments (9):

Posted by Saduj at 2008-06-24 13:44:46    Voted 10.00 on 06/24/08
Very Cool :)
_________________________
Carcerian/Saduj's Submissions: (169 Portrait/Soundset Unlocker) (12 NWN Fonts) (30 NWN Fonts) (Auto-Emotes) (Custom Dragon Disciples) (Dynamic Wildshape) (Keyring) (NPC Schedules) (Sacred Shields) (Spawning Undead) (Shayans Subrace Engine for 169)

Posted by Gaia_Werewolf at 2004-07-13 10:29:00    
This SHOULD run on any NWN version, expansion or not - sorry. The problem is, I myself have the expansions and so I can only export this way.

If someone can offer a solution, I'll gladly update.

Posted by s0ad ( 24.174.xxx.xxx ) at 2004-06-29 01:56:00    
@ Aldalore,

Check the site for Lilac Soul's info changer, very useful. It lets you change and specify what version and expansion (if any) you want the .erf/.mod/.hak to require in order to use. I don't have SoU, but this lets me use anything that requires it.

Posted by nokiaman at 2004-06-27 12:30:58    Voted 10.00 on 06/27/04
Amazing!

Posted by Aldalore at 2004-06-26 13:07:00    
Is there any way that I could impliment this into a module, even if I don't have the two expansions? Currently, I need to have them in order to even import the scripts.

Posted by Gaia_Werewolf at 2004-06-25 13:58:00    
Update to 2.0.

Now has Immortality, Full spell failure and Base Attack decrease by 100. Doesn't stop critical hits, but... it's the best I could do!

Posted by Gaia_Werewolf at 2004-06-02 11:08:00    
Ah, right, readmes and how to use this... :P

To use this, you simply import the erf file into a module (File menu in toolset). The item is in Special -> Custom 1. You can DM spawn it ingame or place it in the toolset.

To have this work, you need a special tag-based launching script in module properties on OnActivateItem. There's one in XP2 which is called "x2_mod_def_act".

~Gaia_Werewolf

Posted by elandys at 2004-06-02 10:52:00    
Sounds neat, Gaia. Can't wait to try it out.

Posted by 7Arcane4 ( 67.8.xxx.xxx ) at 2004-06-02 10:11:00    
Greetings..I am rather new to this...how exactly do I implement this into my module? A readme file would of been most usefull. :)

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