Replaces NWN Beholder Rays with those of the 3.5e Monster Manual. NWN had most of the rays but where missing some key elements so I redid them.
Included in the .ZIP file are 2 text files. One named x2_s1_beholdatt which you will need to open and copy that into the original x2_s1_beholdatt.nss from NWN. The other is named qn_inc_beholder, simply copy the text into a new blank script and save (don't compile) it as qn_inc_beholder, then compile the x2_s1_beholdatt file and your done.
Added in x1_s1_eyebray for Eye Balls. Note this will effect the familiars, so if you don't want to the familiar to have these do NOT replace the x1_s1_eyebray.nss. Giving NPCs the 3 Eye Ball Rays under monster abilities will allow the NPC to cast any of the 6 provided.
Beholder Rays:
- Charm
- Fear
- Sleep
- Disintegrate
- Finger of Death
- Flesh to Stone
- Inflict Moderate Wounds
- Slow
- Telekensis
The saves are based off what they should be, 10 + Spell Level + Charisma Modifier. So if you where to increase a Beholder's charisma it could increase the DCs for the rays.
Added in 2x damage for the rays that did damage for ranged criticals (v1.1).
I kept the old version separate from the newer for those who did not wish the rays to crit.
Posted by ShaDoOoW at 2010-07-19 19:49:51 Voted 10.00 on 07/19/10
Excellent script. I would add a message about what spell is that, like Beholders casts Disintegrate (like when normal caster casts). May be messy in log though.
You can do whatever with these scripts, thats why I released them :). I you feel like giving credit thats up to you as well. _________________________ Q-Necron
Posted by Pstemarie at 2008-07-01 18:50:24 Voted 10.00 on 07/01/08
Nice work! I use a reworked version of the Beholder AI in my 3.0 SRD, but missed the Gauth rays. With your mermission I'd like to scalp the Gauth coding for the SRD (full credit will be given of course), and maybe tweak my Beholder AI with elements of yours. _________________________ --
Pstemarie - Project Q Team Artist
It was brought to attention that the Eye Ball duration for spells is way to long. It should be RoundsToSeconds(8) for any ray that has a duration not TurnsToSeconds() hahaha. _________________________ Q-Necron
Yeah its right above the "Beholder Special Attacks" on the Special Abilities tab. Its NWNs attempt at it, it basicly purges every buff and gives you 100 arcane spell failure.
Its called "Beholder Anitmagic Cone". Heres the script that its tied to, x2_s1_beantimag. _________________________ Q-Necron
Posted by Jaysyn at 2008-02-28 11:05:10 Voted 9.50 on 02/28/08
The anti-magic cone is already in the original code? Is it part of "Beholder Special Attacks"
Anyhow if you do add it, you would want it switchable since Beholder Mages lose that ability to be able to cast magic. Or if you want to get real fancy maybe you could read an variable on the creature like "BeholderCaster=1" _________________________ -=Jaysyn=-
Yeah I was disappointed with the rays which is why I redid them, I also redid the illithid abilities. Come to think of it almost every monster ability has been redone...
I've found that using NWNs AI (view varibles on NWNs beholder to see it) with 1 casting of the Anti-Magic cone and 10 or so castings of the rays is deadly. 2/3rds of the battles during our beta testings result in death haha. The AI usually starts out with the cone then blasts us with rays. _________________________ Q-Necron
Posted by Jaysyn at 2008-02-28 08:52:34 Voted 9.50 on 02/28/08
That would be great. Beholders are abusively powerful in PnP, but only semi-meh in NWN. :D _________________________ -=Jaysyn=-
Sorry I don't have the Anti-Magic cone within the Rays, I use NWNs AI so I give my beholders castings of their cone plus the rays. I didn't want them casting the rays and the cone in the same round so I never made one.
I'll put it in my todo list to add in the possibility to cast the Anti-Magic cone from the ray script. _________________________ Q-Necron
Posted by Jaysyn at 2008-02-28 06:02:46 Voted 9.50 on 02/28/08
Actually I haven't tested them out yet, I just looked through the code. You didn't have a damage multiplier set if the Ranged Touch Attack function returned a 2 so I knew you didn't have criticals. _________________________ -=Jaysyn=-
As in their Anti-Magic Cone? All at the same time lol? I guess I could add that as well as critical touches.
Though I will make them switches for those who want to turn off criticals and the Anti-Magic Cone volley. I'll have an up date sometime today or tomorrow with those and the Eyeball Rays. _________________________ Q-Necron
Posted by Jaysyn at 2008-02-28 05:51:51 Voted 9.50 on 02/28/08
Heh, sorry for spamming the comment box, but you could add a Cone attack that does Spell Failure along with my previous suggestion & this script would be perfect. _________________________ -=Jaysyn=-
Thank you. I wasn't quite sure if it would work though, I've edited so many of the base scripts I couldn't remember if I had something in one of them for beholders... However, if they worked for you then everything is good to go.
I've also redone the Eyeballs rays, I guess I could post those too. They to replace NWNs so if you have an Eyeball familiar its kinda funny. _________________________ Q-Necron
Posted by Jaysyn at 2008-02-28 05:44:46 Voted 9.50 on 02/28/08
You should make the touch attacks do double damage on a critical hit ala PnP. _________________________ -=Jaysyn=-
Posted by Jaysyn at 2008-02-28 05:36:15 Voted 9.50 on 02/28/08
This looks cool as hell. _________________________ -=Jaysyn=-
Posted by rawn_phoenix at 2008-02-28 04:31:15 Voted 10.00 on 02/28/08
Great stuff!
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