A system for Vampires much like the one featured in Hordes of the Underdark. I had expected the Vault to be chock-full of these, but most Vampire systems are for PCs, so I figured I'd upload my own.
When killed, a Vampire will change into gaseous form and retreat to the nearest coffin, where it will gradually regenerate. After a given delay (defaults to 60 seconds), it will reappear at the coffin's location (obviously you can use standard NWN posts to make it return to its old location). If no coffin exists, the Vampire will simply disappear (so you can both simulate a Vampire retreating to a coffin in a different area, or allow players to destroy the coffin and thus defeat the vampire). If the coffin is destroyed with the Vampire inside, the Vampire will return to gaseous form and attempt to find another coffin.
If the player finds the coffin, with a Vampire inside, they can stake the Vampire (they need an item tagged "VampireStake" - a stake of holly, which is considered by some stories to be the only kind of stake which will work, is included, but you can of course make your own) or nail the coffin shut (either with iron nails, tagged "IronNail" - which are included - or, improvising, with Iron Spikes, the crafting material). Note that if staked, the coffin is left empty and so can be used by another Vampire. If nailed shut, the coffin is unusable, but if it is destroyed, the Vampire will escape.
If the Vampire is caught outside in the daytime, it will begin to burn, taking a -4 penalty to attacks, skills and saving throws for one round before dying completely. Vampires destroyed by sunlight will not return to gaseous form and will not regenerate - they will be destroyed completely. However, a Vampire who starts to burn will make for shade or the entrance to a building right away in an attempt to save him/herself from imminent death.
You can paint down triggers tagged Vampire_ShadowTrigger with at least one waypoint tagged WP_Vampire_ShadowTrigger inside them to denote areas of shade where a Vampire can stand, during the day, while being unaffected (if outside these areas, Vampires will run to the waypoints if they catch fire).
The system is quite flexible and can easily be changed by a number of variables.
On the module:
MODULE_SWITCH_VAMPIRE_DISALLOW_SHADE - If TRUE, Vampires will not use shadow triggers. Of course, you could simply not paint any.
MODULE_SWITCH_VAMPIRE_DISALLOW_DOOR_ESCAPE - If TRUE, Vampires will not run through doorways to escape the sunlight.
MODULE_SWITCH_VAMPIRE_DISALLOW_NAILING - If TRUE, players cannot nail coffins shut.
MODULE_SWITCH_VAMPIRE_DISALLOW_STAKING - If TRUE, players cannot kill Vampires with stakes. Of course, you could simply not put any stakes in.
On the vampire:
CoffinTag - The tag of the coffin the Vampire will use. You need to set this on any custom Vampires. This allows you to have a Vampire use a unique coffin.
CoffinRewardXP - The XP a player gets from nailing this Vampire inside a coffin or staking him/her.
VampireLord - If TRUE, the Vampire is a Vampire Lord and suffers penalties from sunlight, but is not killed. Full support for the Vampire Lord's other features has not been added yet, however.
On doors:
NoVampiresAllowed - If TRUE, Vampires cannot escape through this door when caught in the sun. This is because in most classical Vampire accounts, they cannot enter private property without permission. Thus, you can set this on homes in areas Vampires are likely to be, but not, say, ruins, caves or public places.
Note:
The Vampire created from the coffin (after regenerating) is a new copy of the original with the same ResRef. Thus, any placed Vampires which differ from their templates will come back without those modifications. If you want a Vampire to drop items, I suggest you only set those items to droppable on a placed version, not on the template, because otherwise each time the Vampire regenerates and is killed, it will drop a new set of items.
Mokah, I am actually adapting it for NWN2 and will have it up soon. It's actually not that much work since you can, in fact, import NWN1 .erfs right into NWN2. The gaseous form *is* a problem, though, since I don't want to add a custom VFX which would need to go in the override, but I've managed to get it looking OK. Keep an eye out for it, it'll probably be up tomorrow or the day after :-)
NWN1 Sunbeam specifically targets Vampires, as far as I remember, and so I think NWN2 Sunbeam will too. _________________________ In production: The Dragon Dynasty All my other stuff
Posted by MokahTGS at 2010-01-08 09:10:04 Voted 9.75 on 01/08/10
Thanks.
Fleshmelter, the spell Sunbeam already destroys Vampires who fail a Reflex Save, iirc (not sure if it's Sunbeam or if Sunbeam is a different one but the ~9th level sun-themed spell, anyway). I didn't do anything to change that in this pack (it doesn't override anything).
Kenlamella, I actually had the coffin system working for a while, but I only wrote the sunlight stuff yesterday, along with making a couple of tweaks. :-) _________________________ In production: The Dragon Dynasty All my other stuff
Posted by KENLAMELLA at 2010-01-07 23:10:02 Voted 10.00 on 01/07/10
Great concept! These scripts will be a must for any builder with a vampire encounter. If only I had these months ago.......better late, then never. :) Fantastic work. _________________________ Farewell and a long farewell it shall be. Some of us are not destined to meet again.
Posted by Gonzo_og at 2010-01-07 20:41:05 Voted 10.00 on 01/21/10