Changelog:
Note: The first section contains a summary of changes made. The second
section explains in greater detail about the changes.
Modified by : Slynderdale
on : April 15 , 2005
Changes:
- Added Rebuke Undead
- Turning is now a Supernatural effect
- Turning now skips creatures that were already turned/rebuked
- Turn undead checks both the creatures racial type and class
- Turned creatures have their movement speed decreased by half
- Cleric, Paladin, Blackguard and Champion of Torm levels now stack
- Turn undead Knocks over valid creatures
Modified by : Slynderdale
on : April 21 , 2005
Changes:
- Added function HasTurnedEffect
- Added function GetTurnModifier
- Added function GetIsAssociate
- Magical beasts are now turnable/rebukable
Modified by : Slynderdale
on : April 26 , 2005
Changes:
- Added more to the Turn Modifier function and Fixed it up a bit
- Fixed some errors and bugs in the code and made some code improvments
Modified by : Slynderdale
on : May 1 , 2005
Changes:
- Added support for the War Domain, Turned/Rebuked creatures will take divine damage.
- Added support for the Travel domain which adds to the turning range.
- Added more to the Trickery domain, Added rolling a lucky 7 or unlucky 13.
- Construct turn damage was changed from d3(nTurnLevel+nHDModifier) to d3(nTurnLevel)+nHDModifier
- Fixed some errors and bugs in the code and made some code improvments
Modified by : Slynderdale
on : June 3 , 2005
Changes:
- Added support for local integers on creatures
- Added function GetRacialCheck which now handles the racial checkings
- Fixed some errors and bugs in the code and made some code improvments
More Info:
- Added Rebuke Undead
Evil aligned players or those with the REBUKE_UNDEAD local int can
now rebuke undead. When you rebuke undead, instead of turning a creature,
you paralyze them. If your rebuking level is high enough, you have a chance
of dominating them and having them under your control for a duration.
- Turning is now a Supernatural effect
Made turning a Supernatural effect so the turning effects can not be dispelled.
- Turning now skips creatures that were already turned/rebuked
Turned creatures will not count against your turning count.
- Turn undead checks both the creatures racial type and class
If a creature was created and have an incorrectly set race but
have levels like Undead, it will be considered undead.
- Turned creatures have their movement speed decreased by half
If you're attacking something with a fear effect in NWN, the game
tends to move you close to the target, then stop you, then move the creature away,
so you never actually get to ATTACK it even if you're hasted and it's a zombie.
Even worse is that creatures that are knocked down magically spring up and run away,
and it's just SO annoying.
- Cleric, Paladin, Blackguard and Champion of Torm levels now stack
The turning level isn't decided on the class with the highest level.
Cleric levels now stack with Blackguard and Paladin levels but Paladin
and Blackguard levels don't stack with each other.
- Turn undead Knocks over valid creatures
This fixes a bug where sometimes turned/Rebuked undead still attack.
The other reason behind this is when you rebuke/turn undead. You
release a tremendous amount of (un)holy energy. This energy causing those
affected to be knocked off their feet.
- Added checks to see if a creature is turnable
HasTurnedEffect is called to check if the creature can be turned.
It checks to see if the creature is already turned, paralized,
petrified, frightened, stunned or dominated. This way creatures
who can't or shouldn't be turned won't use up HD turn counts.
- Added Associate Checking
I added a check so rebuke undead will not try to add associates
under your command, instead they will be paralized. Also when turning
a summoned creature, it will show an unsummon special effect.
- Magical beasts are now turnable/rebukable
If you have the magic domain, you can turn/rebuke magical beasts now.
- Several domains and feats affect your turn modifier
GetTurnModifier is used to get the modifier for the current target. The bigger the
modifier the better the chance you will turn the target and the longer the effects will last.
The modifier also effects the damage you do to constructs if you have the destruction domain.
This modifier take into account several domains that don't really get much use and also
focuses in necromancy adds to the modifier against undead. Also various domains and things
may subtract from your modifier.
*Evil Domain: If you try to turn a creature with an good alignment and you
have the evil domain power, you gain a +1 modifier. Unless you also have the
good domain, -1 is subtracted from the modifier versus evil.
*Good Domain: If you try to turn a creature with a evil alignment and you
have the good domain power, you gain a +1 modifier. Unless you also have the
good domain, -1 is subtracted from the modifier versus good.
*Sun Domain: You gain a +1 modifier to all checks.
*Knowledge Domain: You gain a modifier that is dependant on your wisdom bonus.
You gain one third of your wisdom bonus as a modifier. If your wisdom bonus is
equal to or smaller then 0, then the current wisdom bonus - 2 is subtracted
from the modifier.
*Strength Domain: Checks your strength bonus versus the targets strength bonus.
If your strength bonus is 2 or more times higher, then you gain +1 to the modifier.
If your strength is higher, then you gain +1 to the modifer.
If the targets strength is 2 or more times higher, then you lose -1 from the modifier.
If the targets strength is higher, then you lose -1 from the modifer.
These stack for a total of +2 or -2 to your modifier.
*Water/Fire/Air/Earth Domain: You gain +1 to your modifier versus the corresponding
elemental of the domain you have.
*Trickery Domain: The trickery can have a negative and positive effect to our modifier,
Theres a 50% chance it will have a positive effect and a 50% it will have a negative effect.
If you also have the luck domain, it becomes 80% for a positive effect and 20% for a negative
effect. If its positive, you gain 1-3 to your modifier. If its negative, you lose 1-3 from
your modifier. Also if it rolls a lucky 7 or a unluck 13, the results of the modifier are
doubled. So if you had a negative effect of -3 and roll an unlucky 13, it will become -6.
The same goes for the positive modifier with rolling a 7,
*Death Domain: You gain a +1 modifier versus undead.
Focuses in necromancy will add to your modifier against those considered undead.
*Spell Focus Necromancy: +2
*Greater Spell Focus Necromancy: +2
*Epic Spell Focus Necromancy: +2
The bonuses from the focuses stack for a total of +6 if you have all three.
The higher the modifier the easier it is to turn the creature. Also the
higher the modifier, the longer the rebuke/turn effects will last on the target.
The current duration is (nClassLevel + 5)*nTimeModifier rounds.
nClassLevel is the number of levels of cleric, paladin/blackguard and CoT you have.
nTimeModifier defaults to 1, so the duration is normal, but if your modifier is greater
then 1, the nTimeModifier is set to the current modifier.
The modifier is added to the dice roll when damaging constructs if you have the destruction
domain, so the damage is now d3(nTurnLevel)+nHDModifier.
- War Domain damages Turned/Rebuked creatures
If you have the War Domain and successfuly turn or rebuke a creature, they will take a small
ammount of Divine damage. This doesn't stack with the magic damage that is already done to
constructs. The damage done is d6(3)+nHDModifier.
- Travel Domain Extends Turning Range
Originally the turning range is 20m (65ft) but if you have the Travel Doamin this changes to
25m (80ft), adding another 5m tot he original distance. This way you can turn creatures which
are farther away then usual.
- Added support for local integers on creatures
Added support for several local integers on the creatures so builders have greater control how a
creature is turned or if they are immune to turning.
TurnImmunity: If TurnImmunity is set to True, the creature can not be turned.
IsTurnable: Is IsTurnable is set to true, the creatue can be turned no matter what it might be.
IsUndead: If IsUndead is set, the creature will be treated as an undead when turned.
IsVermin: If IsVermin is set, the creature will be treated as a vermin when turned.
IsElemental: If IsElemental is set, the creature will be treated as an elemenal when turned.
IsConstruct: If IsConstruct is set, the creature will be treated as a construct when turned.
IsOutsider: If IsOutsider is set, the creature will be treated as an outsider when turned.
IsMagicalBeast: If IsMagicalBeast is set, the creature will be treated as a magical beast when turned.
TurnHDOverride: If TurnHDOverride is set to anything greater then 0, the value set for TurnHDOverride
will override the creatures current HD and be used instead of their default one.
The new value will still be affected by the turn modifier as well.
You can specify is a creature can be turned with IsTurnable, if so, the creature can be turned like everything
else but it won't have a race type like undead or so on unless it has thatr ace already. The creature will have HD
equal to their HitDice plus their turn resistance. Also anyone with Turn Undead will be able to turn them without
any special feats or skills.
If you want to make a creature be set as turnable but give it a race or use a race check, use the more precise ones
such as IsOutsider. The creature will then be considered an outsider while being turned, using the outsider HD
calculations and also check if the player can turn outsiders.
**Note: IsTurnable overrides the other settings except for TurnImmunity. So if you have IsTurnable and IsOutsider, the
creature can still be turned even if the player can't turn outsiders.
- Added function GetRacialCheck which now handles the racial checkings
This function compares the given race against the targets race. This checks against the targets
racial type, if they have the racial class or if they have the racial local interget override set.
If true, it returns True, if False, it returns false. The first parameter is the race to check for
such as RACIAL_TYPE_UNDEAD. The second parameter is optional and specifies the target. The default
is OBJECT_SELF which is the PC using the script.
A truly marvellous piece of work that delivers what several others have tried and failed to achieve. I have two questions though, that are causing me to pause on voting (in case it's my fault they're not working right, which wouldn't be fair on the creator).
1. My cleric cannot release undead from domination (for instance, to return from the Beggar's Nest to Tyr's Temple in chapter one of the official campaign - I bet Aribeth wouldn't be keen on me bringing my zombie friend). Is this deliberate? Is it modifiable?
2. It seems that after a certain point, I am no longer able to dominate even very weak undead. It seems almost as though the number of dominated hit dice is not clearing when dominated undead are destroyed. Am I reading that correctly, or is there something I'm missing? Does the variable only clear when the time has elapsed, rather than on the dominated creature's destruction in combat?
If these very minor issues can be sorted, guaranteed a 10/10. Even without, certainly 9 point something. This is by far the best Turn Undead script I've used. Thank you!
Posted by Jaysyn at 2007-03-07 05:19:56 Voted 9.50 on 03/07/07
Works as advertised, very nice & fun to use. Would have given a 10 if the components we more modular (i.e. you can turn certain part of the system on/off). Good job. _________________________ -=Jaysyn=-
Posted by Shargast at 2007-01-25 11:40:05 Voted 10.00 on 01/25/07
Well, the script delivers what it promises! Well done!
Cheers
Sai aka Shargast _________________________ Realms of Shargast V1-V5ab, LOTR V15, The Undeath Clave & Faithful of Aerth
Posted by Shargast at 2007-01-24 05:45:27 Voted 10.00 on 01/25/07
Looks very well thought out and the scripting seems to be logical. I will be testing it over the next week in a PW rich in powerful Undead. Will vote after a complete test.
Cheers
Sai _________________________ Realms of Shargast V1-V5ab, LOTR V15, The Undeath Clave & Faithful of Aerth
umm how do u use this looks great? _________________________ Time is the Fre in Which we Burn
Posted by TormakSaber ( 12.203.xxx.xxx ) at 2006-04-09 17:45:55
Wonderful addition to the PW I play on, kudos for it. =) Especially the slowing down creatures that are "feared" from the Turn.
Posted by Tarridus at 2006-03-13 23:33:52 Voted 10.00 on 03/13/06
Fantastic script and a big improvement over the default settings for clerics. Its only a shame that you haven't contributed more scripts but your entries themselves are noteworthy indeed! -Tarridus
Posted by ratgutz at 2005-10-06 04:27:37 Voted 10.00 on 10/06/05
Fantastic work. Very easy to implement and customise for our own world.
I've been wanting to write something like this but haven't gotten around to doing so yet since I'm totally revamping my spell pack. I'll definitely be taking a look. _________________________ Syrus Greycloak
Author of "The Grimoire" - New spells for your NWN campaign
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