Now giants can throw boulders and crush their opponents from a distance.
Created for the Risen Hero Campaign, here is a shameless plug for my blog: Link
In addition to boulder throwing you will also get your own copy of the Risen Hero Hill Giant (who just happens to look a lot like a giant half-orc)
Each giant will now throw up to 3 boulders at an opponent at least 10 feet (or 3 meters) from them. The attack will use a touch range attack and allow for a reflex save to reduce the damage. A check has also been placed to allow different giants to do additional damage. Using the d20 system fire giants do an additional 2d6 of fire damage. Currently it is dissabled but frost giants can do the same cold damage.
I have included two files to download a Hak and an override.
Both include a .erf, that contains the three scripts needed and the three giants with all applied scripts and variables.
The Hak file also includes: a Hak file with the visual effects and the spells.2da as well as a module with everything already applied used for testing.
The override file includes: a folder to place in the override folder that has the visual effects and 2da. It also includes a module with the imported .erf for testing.
For giants to throw boulders both the three scripts and giant blueprints with the applied scripts and variables need to be imported into the module/campaign. Placing files into the override file will not cause giants to throw boulders by themselves. The global blueprints for the fire and frost giant will not throw boulders only the imported giants in either the module or campaign. New encounters will also need to be created as the the standard ones use the global giants.
Also the spell.2da uses the custom spell for the boulder throwing on line 9300. This is a reserved line for this project and should not conflict with other community content. If when merging that 2da line needs to be moved only line number 46 in the script rh_giant_boulder_throw will need to be updated. The script will work without the the 2da file but here will be no giant or projectile animation.
Update v1.2
New spell.2da with a reseved line
Update v1.1
Udates to SOZ and patch 1.23
Fixed problem with giant charging and attacking target after throwing only 1 boulder.
Includes a erf to make Evil Edison's Hill Giants throw boulders so you no longer need to use really big half-orcs. Requires his HAK Link
Please use this, merge it with your stuff, change it or whatever. Just give credit somewhere and if you make it work better let me know so I can upload the better version and take advantage of it myself.
Thanks and credit goes to:
-Tony K who pointed me in the right direction in the bioware forums
-Dirtywick and his post on User Defined Events on the BouncyRock Forums
-Little Baron who created cowapult and the crate toss which I turned into a flying boulder. Link
v1.2
This erf is to have Evil Edison's Hill giant throw boulders. It will require that you download his custom Hill Giant Model. http://nwvault.ign.com/View.php?view=NWN2Models.Detail&id=192
Includes Blueprints for: Evil Edison's Hillgiant, NWN2 Fire and Frost Giant, and scripts.
v1.2, *This is already included in override and HAK*
This is for builders who have previously downloaded the boulder toss incorporated the spell 2da with their own custom content or all ready updated the 2da to SOZ.
Requires either the override or HAK
-Thanks for the vote Wyrin, nothing like boulders crashing on your head to add a bit of excitement to a battle.
-Dorateen, thanks for the vote and I'm glad that you will be able to use this in your module. As for the single boulder issue then the charge I'm slightly baffled. They should throw 3 boulders, check in their properties and ensure boulder_times is 0. I am assuming you are using the modified blueprints with the on spawn and user defined script. There are a number of events that will trigger a check to see if how many boulders have been thrown and the distance to the target, if the target is too close the giants will use melee attack instead of the boulder throw, if a boulder toss is called for the giant will first clear all actions then throw the boulder so they should hold their ground. While looking through the script the only thing I can think of is that I didn't include a heartbeat check for the boulder toss. Generally a hostile creature will start battle with with a perception event or a damage event then continue with the end combat round event. Since you are changing their faction they already seen the PC so the event is triggered. Try testing the the giant by placing a hostile giant in an area and have your PC walk towards them until they start throwing boulders. Hopefully they will throw all three. I will work on adding the heartbeat event to hopefully correct this and I will also update to the most current SOZ 2da as it still uses MotB.
Posted by Dorateen at 2009-08-30 14:41:51 Voted 9.50 on 08/30/09
Thanks for making this, Shaughn. I've got it working in the module I am developing.
Right now, the battle is with 3 Frost giants, triggered from a convesration. So they start out as neutrals, and then change to the hostile faction just before battle. I wasn't sure if that would mess up triggering their boulder toss.
I've noticed that two giants I have in the back make their throw, and then charge the party with axes. Any way to make them hold their ground and throw up to three boulders... or is this just the nature of hostile creatures attacking the PC?
Posted by Wyrin at 2009-08-02 01:22:17 Voted 8.75 on 08/02/09
cunning work, that gives giants their much needed flavour (and danger factor) _________________________ Wyrin
The boulders use an area effect with a RADIUS_SIZE_SMALL or approximately 5'.
Originally it was a hit/miss only, but I did not like the visual effect. The boulder would be thrown at a moving target then it would explode nowhere near the target while the target would still take damage.
Also since it has a small radius of damage generally it will only effect one target but if it is thrown at a clustered group then multiple targets may receive damage.
just curious -- do the boulder cause an area of effect damage? or just a hit/miss roll on the target? _________________________ the Red Hand of Doom campaign .. Click Here
For a troll or any other creature to throw boulders add the following scripts:
User Defined Events Script: rh_giant_user_defined
On spawn script: rh_giant_spawn
Then that creature should start lobbing boulders. The giant grunt will still happen when the giant throws the boulder as the sound effects are called from in the spell.2da.
One question - say, if I want to have trolls that throw boulders, instead of the giants, would that be possible to do with these scripts, with some modifications of course?
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