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NWN SCRIPTS

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Title  MR PW Timestop Fix
Author  MadRabbit
Submitted / Updated  01-10-2006 / 11-22-2006
Category  Spells
Expansions  Works on all versions
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Format  Code Only
Type  Type - Magic
Description
UPDATED. This version of Timestop is an attempt to make the spell PW friendly as well as remove the common exploit present in other Timestop changes. Most timestop scripts simply change the spell into an AOE paralyze/immobilize. This allows the exploit of the caster raising a dead player, leaving him/her free to buff and heal themselves. This spell affects the entire area of a caster, using cutscene paralyze, and constantly checks the area every second, reappling paralyze for the remainder of the spell. No noticable lag change in testing even with large groups of creatures as the spell checks only apply paralyze to creatures without it. The duration defaults at 1 + 1d4 rounds (3.5 edition rules), but can be changed by altering the constants. There is also the option to place a variable on an area, disabling the spell in that area (useful for social non pvp areas). Instructions are in the script. I had to remove the options to change the spell back and forth from affecting the whole area to an aoe radius as it was causing the spell to jam up. I will release another version of this script in AoE form for non scripters who want it. If you copied this script before I had a chance to cut it down, this is the correct, working and tested version. But keep in mind...its still beta so any feedback on bugs, exploits or problems that I missed is greatly appreciated. Just copy/paste the code over your nw_s0_timestop script and save/build. Feal free to vote of course =)

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Comments (8):

Posted by MadRabbit at 2006-03-15 19:52:00    
Thanks. I didnt think of using that approach with it. That could explain the lag that was induced. I dont know really. When I tested it in a 60 foot sphere, it lagged my comp. When I tested it in a whole area, it was fine. I assumed it was because of the checks. Perhaps redoing it and using the spell duration to keep track will solve that problem.

I didnt really mean to make it true PnP or with a ton of options. Its just more or less what I am using on my module. I figured someone would come along and make a more customizable version for builders on the vault. And it looks like I was write. Nice script donwolf

Posted by donwulff at 2006-02-23 11:47:17    
I don't see how AoE version should be laggy, compared to dozen mages casting other AoE spells in a pile... :) Area is better to prevent inconsistencies, though. Anyway, glad to see this solution posted, similiar script with CutsceneParalyze has been used on PW I've helped with for long time without problems, but I haven't posted it since it isn't my work.

Few suggestions, though. The duration handling seems bit*bleep*bersome, since you know the remaining duration of the spell you can just freeze them for the remaining duration. You should be able to use GetHasSpellEffect() in place of scripted loop over all effects to find new victims - it's significantly faster. On high magic worlds at least, better yet, just set the timestop flag when you first hit them and clear it when you're done. If you want to be PnP true, you should also make the timestopped creatures immune to damage during the effect - perhaps SetPlot(), but make sure to clear it on player login in case people log off in middle, and caster AI would need changes to prevent NPC's from wasting their most potent attack spells during timestop. I believe most timestop scripts will also exclude your own associates - familiars, summons, henchmen, dominated - from timestop effect, though can't vouch for the validity of that approach.

Posted by MadRabbit at 2006-02-17 21:49:47    
Oh and sorry if anyone was looking for AoE version rather than area. Using a shape rather than the whole area was causing too much lag and instability so this is really the best I can do at the present

Posted by MadRabbit at 2006-02-17 21:47:33    
Yeah EffectCutsceneParalyze in my opinion is the closest effect to actualy Timestop then any of the others

Posted by +scarface+ at 2006-01-24 05:34:28    
Arius 577, you should take more care to examine scripts properly before posting, Just so you don't look silly, just like you have done. He uses EffectCutsceneParalyze NOT EffectParalyze, there is NO immunity to Cutscene effects my friend.
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Posted by Arius 577 at 2006-01-23 13:56:12    
Not that I have actually use your coding but I would like to inform the paralyze is not the best choice petrify would be better because there is no item or feat immunity to petrify but you can be immune to paralyze.

Posted by Elanthil01 at 2006-01-11 11:05:30    Voted 10.00 on 01/11/06
Awesome! Just what PW's needed!

Posted by Elanthil01 at 2006-01-11 11:05:15    Voted 10.00 on 01/11/06
Awesome! Why didn't any of us consider this route before?

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