This is a place for me to share some of the scripts and systems I have developed while working on Arnheim.
(1) Spell: Animate Knife v2 (2012 oct 12)
A rework of Shelgarn's Persistent Blade which in my opinion is a poor implementation of a great concept. My version puts this spell in the enchantment school as it is a magical enchantment compelling a targeted dagger or kukri to spring into the air and attack the caster's enemies in the same manner as a dancing sword. The animated knife can be dispelled, and takes up one of the caster's henchmen slots.
(2) Trigger: Alt FootstepsForum Creatures entering the trigger have their footstep sounds altered to conform to a material specified by the trigger. The default condition of the trigger is to make an area of the floor sound like carpet when walked across, but any material is possible. How exactly the footstep sounds of the creature are altered depend upon the creature's default footstep. A dragon, human, or bird for example will each respond appropriately.
(3) Area: Play Song ListForum This enables a builder to set up a songlist that will play for players in an area. The songs on the list play in sequence. The only songs set up in this release are the wyvern crown of cormyr tracks. In Arnheim I have done this for all custom music I added as well.
(4) AOE Gargoyle v3 (2012 oct 13) Forum This is a more efficient method of spawning gargoyles from placeables as it uses an AOE's OnEnter event rather than a placeable's heartbeat. The standard system uses the script NW_O2_GARGOYLE in a statue's heartbeat. This system applies an AOE by script to a placeable with an enter event which will spawn the gargoyle creature.
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Change Log
2012 oct 11 - AOE Gargoyle v2
- added a second ERF for builders who are currently using standard gargoyles in their module and wish to replace them with this system. All you need do is import aoe_gargoyle2.erf and all standard gargoyle statues will replace themselves on the first heartbeat.
2012 oct 12 - Animate Knife v2
- added scripts aa_ai_mg_rest (to capture rest event), and nw_ch_summon9
- adjusted creature Dancing Weapon: Hostile faction, Gave all weapon feats
- modified visual effects in aa_ai_enchweapon.nss
- spell fails on unidentified items
2012 oct 13 - AOE Gargoyle v3
- improved the replacing version to work on placeables gargoyles, skeletons and zombies
- enabled SPAWN_VFX to be set as an int (index of visualeffects.2da) or string (label of the VFX constant).
Updated AOE Gargoyles for the last time. The replacing version is full featured now. Works for gargoyles, skeletons, and zombies. _________________________ Vault Submissions | Arnheim | Beyond Vives
Posted by Rolo Kipp at 2012-10-13 09:53:25 Voted 10.00 on 10/13/12
Animate Knife updated. I tested this heavily, and could find no errors this time.
I had forgotten to include a script: nw_ch_summon_9 in order to capture pre and post spawn events.
AND the creature lacked the correct weapon feats. I simply gave it every weapon feat to cover all bases.
Then since I was making changes I decided to improve VFX, cause the spell to fail on unidentified weapons, made the creature hostile (this is handy for casters who are maxed out on henchmen), and captured the rest event so that the spell ends when the caster rests. _________________________ Vault Submissions | Arnheim | Beyond Vives
I did not give the Dancing Weapon creature the right weapon proficiencies (because knives are simple weapons in Arnheim). Sorry!
Also, dispelling does not work in combat. Something that I did not catch before. Its a minor issue due to the short duration of the spell. BUT I will fix this too.
I'm too busy with the day job to touch this right now, but will get it updated by the weekend. _________________________ Vault Submissions | Arnheim | Beyond Vives
A second ERF is now included in the package. This addition includes an override of the standard bioware gargoyle, and a rewrite of nw_02_gargoyle. These two changes will enable a builder to insert my improvements into an existing module which uses standard issue bioware gargoyles, and not have to do anything more. _________________________ Vault Submissions | Arnheim | Beyond Vives
An override of the script? No. The Bioware script is in a placeable's heartbeat. My script executes from the OnEnter of an AOE.
It is theoretically possible to replace the Bioware Gargoyle with an overriding blueprint. All you would need to do is place those gargoyles in the game, and as soon as they spawned they would find no PCs around and convert to placeables.
Is it worth it to reissue this package with overrides for the standard gargoyles? _________________________ Vault Submissions | Arnheim | Beyond Vives