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NWN SCRIPTS

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Title  Necromany 101- Spawning Undead
Author  Carcerian
Submitted / Updated  04-03-2008 / 04-20-2008
Category  Creature Related
Expansions  NWN-1.68
View Code  

Select All Text | View Code in separate window
Format  Module and Code
Type  Type - Spawning
Description
Necromancy 101 - The Spawning Undead Script Demonstration
by Carcerian

(or, "The Sword of Kas : How I spent my summer vacation as a naughty vampire god...")

A script library to allow for some undead (those listed in PnP books as possessing the "Spawn" ability) and specially tagged magic weapons to create spawned undead upon slaying a creature. Names are changed to mix undead type and base creature while the portrait is copied from slain creature. If the spawn is not human or demi-human, then the creatures original appearance is used with special visual effects added for incorporeal undead. Undead spawned by the PC or a controlled undead creature (PC summoned or controlled) will join the player as multiple temporary henchmen, while commoners merchants defenders, and other friendlies slain by hostiles become hostile themselves.

Spawned undead wont create spawns themselves, only normal and summoned undead will (and a PC armed with the proper magic weapons).

Also included (but not required) are war-cries with special undead lines.

Affected undead include zombies, ghouls, ghasts, wights, wraiths, spectres, shadows, mohrgs and vampires.

Demo includes 3 undead spawning weapons for pc use (The Sword of Kas, Arc of Darkness and Tyrantfog Staff), as well as a few items to summon spawning undead.

Installation

Designers: Import the Erf and go!
If you are incorporating into existing scripts, either insert this line at the beginning of your creature ondeath

if (UndeadCheck(GetLastKiller())) return;

or use the UndeadCheck() to intercept your existing treasure/death script (see demo for sample usage). Undead spawns are defenders with summon/henchman scripts nw_ch_ac*. (optional) Under Faction Editor set Defenders / PC attitude to 100 for well behaved undead, or leave as is for the more realistic possibility of conflict, depending on Difficulty settings and other factors.

Players: Extract override files and load Demo Module, and save your character with the spawning weapons for later use. The override version will work for standard single-player mode, (with the bonus effects of more verbally active combatants, and a higher henchman limit.), simply load and enjoy neverwinter with your new undead army!

Planned Additions:

Incorporeal effect applied to wriths/shadows/spectres.

Palemaster spawning when creature is slain by level 10+ arm, as per PnP rules

Custom limit to default to total controlled undead HD vs "death class" levels, ie Palemaster, death domain cleric or necromancer specialist wizard levels...

All comments welcome!

If you enjoy this demo or find it useful then please vote!

Files

NameTypeSizeDownloads
DEMO__Living_Dead_Script.modDEMO__Living_Dead_Script.mod
Submitted: 04-03-2008 / Last Updated: 04-04-2008
mod1Mb190
--
SpawningUndead.erfSpawningUndead.erf
Submitted: 04-03-2008 / Last Updated: 04-04-2008
erf487.37Kb187
--
Carcerians_Spawning_Undead_Override.zipCarcerians_Spawning_Undead_Override.zip
Submitted: 04-03-2008 / Last Updated: 04-04-2008
zip95.99Kb191
--
_inc_livingdead_.nss_inc_livingdead_.nss
Submitted: 04-03-2008 / Last Updated: 04-04-2008
nss7.69Kb262
--
Carcerians_Spawing_Undead_Readme.txtCarcerians_Spawing_Undead_Readme.txt
Submitted: 04-03-2008 / Last Updated: 04-04-2008
txt0.66b260
--
SCORE OUT OF 10
9.58
5 votes
View Stats
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Comments (15):

Posted by Henesua at 2012-09-22 09:11:40    
fun. i'll give this a whirl
_________________________
Vault Submissions | Arnheim | Beyond Vives

Posted by DM_Tyke at 2010-06-25 01:03:06    Voted 10.00 on 06/22/10
Found the solution. Involves using letoscript or nwnx_funcs to read the character's .bic file and extract the specialist wizard info from it.

Posted by DM_Tyke at 2010-06-22 03:37:01    Voted 10.00 on 06/22/10
Hey there! I'm working on my own necromancy system and I'm wondering how you plan to incorporate specialist wizard levels into your system.

So far I can't even figure out how to tell if a wizard HAS a specialty, let alone a necromancy one.

Posted by Mannast at 2009-01-31 07:04:58    
This is interesting - I will give it a try and come back. Thanks for your work!

Posted by Saduj at 2008-07-13 15:09:52    
Yeah the override version is really just for fun, ive only tested with chapter 1 of nwn...
_________________________
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 Proleric at 2008-07-08 21:59:00    
I had a report from one of my players that having Necromancy 101 in the override folder introduced AI problems when playing other modules. These included creatures wandering around when they weren't supposed to, and failing to execute scripted actions such as ActionJumpToLocation. The issues went away when the override folder was cleared out.

Posted by gs-Gamespy at 2008-04-22 00:09:02    Voted 10.00 on 04/22/08
I love this thing!
Go my Undead Army- SWARM!

Posted by Carcerian at 2008-04-21 00:51:51    
GetName()that is :)
_________________________
Carcerian - Beholder Eye Powers & AI, CEP Dragon Disciples, Color Text Functions, Dynamic Wildshape, Faerie Fire, Palemaster Arm Powers, Spawning Undead

Posted by Carcerian at 2008-04-20 08:32:34    
Heatstroke: tho i havn't seen jaspers AI recently, i suggest find were SetName() is used, and change from TRUE = Use only original names to FALSE.

also be sure to Set Henchman Limit to a largish number, between 10-20. The demo is 60, but in a normal mod thats a bit much :)

_________________________
Carcerian - Beholder Eye Powers & AI, CEP Dragon Disciples, Color Text Functions, Dynamic Wildshape, Faerie Fire, Palemaster Arm Powers, Spawning Undead

Posted by Brutalicus at 2008-04-18 09:41:54    Voted 9.75 on 04/18/08
I haven't tested it out yet but you deserve a high score for the effort. I've always loved having minions & this breathes new life to nwn. The ehthereal effect on non standard undead types is a nice touch as well. It remeinds me of the original baldurs gate when there weren't limits to summoning undead. I miss clogging the halls with skeletons while I launch spells over their heads. At any rate well done! =P
_________________________


Posted by Jaysyn at 2008-04-14 17:43:11    Voted 9.00 on 04/08/08
Changing the spawn's OnDeath script seemed to do the trick.
_________________________
-=Jaysyn=-

Posted by DM Heatstroke at 2008-04-14 12:58:28    Voted 9.00
That fixed my issue with the Pale Master summons, thanks.

It's still not using any names given with the SetName function & when the spawn henchmen die, they don't vanish, they just sit there forever.
_________________________
Heatstroke

Posted by Carcerian at 2008-04-14 10:08:33    
Ive tested with Palemaster Summoned Wraith, it works fine unmodified. To incoperate into your mod with J's AI, tre this line at the beginning of your creature ondeath scripts:

if (UndeadCheck(GetLastKiller())) return;


_________________________
Carcerian - Beholder Eye Powers & AI, CEP Dragon Disciples, Color Text Functions, Dynamic Wildshape, Faerie Fire, Palemaster Arm Powers, Spawning Undead

Posted by Jaysyn at 2008-04-08 08:25:19    Voted 9.00 on 04/08/08
Nifty, restores some of the power balance the undead have lost in the translation to a PC game.

_________________________
-=Jaysyn=-

Posted by DM Heatstroke at 2008-04-06 12:07:55    Voted 9.00
Awesome idea, unfortunately it doesn't play nice with Jasperre's AI.
_________________________
Heatstroke

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