Salamanders and Giants and Gnolls (Oh My!)

Discussion in 'General Modification' started by Kalshane, Nov 15, 2005.

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  1. Cerulean the Blue

    Cerulean the Blue Blue Meanie Veteran

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    It really doesn't matter if they meet, since the self-buffing only occurs when the NPCs in question are not in the party. The only way they would ever meet is if one or the other were in the party. A problem would only occur if the party went straight from the Welcome Wench to the Fire Node, or the reverse, without resting. Then the global variable would still be incremented and may cause the self-buffing not to happen. I would suggest using Romag's variable, since he is likely to be dead by the time the party gets around to entering the nodes. Even if he is not dead, the party is likely to bypass that level of the temple on their way to the nodes, and since the self-buffing script only runs while on the same map as the NPC, it would never fire.

    As to the Hezrou Stench, we tweaked the DC for 4.0.0, and I would like to hear how that turned out before we talk about other changes. So far I haven't heard anything. Anyone check that out yet?
     
  2. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    Why not use a unique global variable? I will be using the high end of the 900 - 999 range (if I actually use any - I haven't so far) but I very much doubt that i'd use all 99 of them.

    When I tested the stench (I assume it is unchanged since I "fixed" it) the stench affects all PC's in combat with the Heztou when the effect is cast (he only does it once at the begining of combat) and affects all PC's in the area that fail the save for the same amount of time (randon 1 - 4 rounds) if some more efficient scripter want's to have a go at refining the stench feel free, my lack of scripting knowledge is well documented in these forums (although I do have my moments too).
     
  3. Kalshane

    Kalshane Local Rules Geek

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    I'll summon up a Hezrou and double-check. I might be recalling from a previous patch.

    When Liv originally put it in, it forced every character in the area to save every round, when it should have only required one save. If it's been fixed, then it shouldn't be problem. I just know my cousin recently finished ToEE using Co8 4.0 said the Hezrou managed to stench itself when he fought it. I'll double-check what actually happens.
     
  4. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    He can stench himself yes, I have no idea (neither did Liv for that matter) of making him immune to his own stench.
     
  5. Kalshane

    Kalshane Local Rules Geek

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    Well, if he can stench himself, it kind of makes the whole ability pointless, IMO. :)
     
  6. Cujo

    Cujo Mad Hatter Veteran

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    there is a line(s) the Spell570 - ahobm.py that makes things immune to that spell.
     
  7. Kalshane

    Kalshane Local Rules Geek

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    Cool. Sounds like there's a way to fix it. I'll leave it in there and leave it up to better minds than I to apply the fix.

    FTR, all demons should be immune to the stench, no just the Hezrou. Is there any way to make it look for mc_subtype_demon and not affect anything with that subtype?
     
  8. Cujo

    Cujo Mad Hatter Veteran

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    yes there is
     
  9. Kalshane

    Kalshane Local Rules Geek

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    Was the Hezrou Stench fix included in the Co8 4.0 release, Allyx? Because I just tested the Hezrou and the Hezrou Guardian after I rulesified them and the stench still makes characters save against it every round until they fail. I'm not sure if it's only for 1d4 rounds or not, because my test party didn't live that long, but my Dwarf Fighter made the save the first round, and then failed it and got sickened the second. Very annoying.

    Cool.

    ETA: About halfway through the H's today. Here's what I've got done for those of you playing at home.

     
    Last edited: Jan 16, 2006
  10. Zebedee

    Zebedee Veteran Member Veteran

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    :notworthy

    Really looking forward to seeing a Groaning Spirit which doesn't "spell cast, failed concentration check, die".
     
  11. Cerulean the Blue

    Cerulean the Blue Blue Meanie Veteran

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    Great work so far Kalshane.

    Two bits of info for you. First, IIRC the spells listed in the protos don't mean anything. What they cast is controled by the .py files and the the AI file.

    Second, I don't know if you can just assume the game is going to give NPCs feats just because they have a domain in the protos. Might need some testing. That is if you meant by "Assume MWP" you were not giving them the feat.
     
  12. Kalshane

    Kalshane Local Rules Geek

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    I was actually going to try to turn it into a full-on banshee, but halfway through I realized there was no way to emulate to the two major banshee powers (frightful presence and death wail) and it would probably kill just about any party it encountered if I ever did. (3rd Edition Banshees are 26 hit die CR 17 creatures with a Spell Resistance of 28. They're no joke.) So just settled for making it a "lesser banshee". It's weird Troika programmed in the Charisma drain ability, but then didn't use it. Oh well, it's being used now.:)

    Thanks. I'm aware the spell has to be in the game already. And when I say "Give X Spell" I mean to say I've listed it in the spells entry of the protos.tab and added it into the creatures AI entry in the strategy.tab (which I'm not entirely clear on the workings of, but I can do some simple monkey cut and pasting with some trial and error to get something passable.) I make sure they do actually cast the spell in question during combat at least once before I give them a pass. Thanks for looking out for me, though.

    Sorry for the lack of clarity there. I left the feats in the protos.tab, but didn't count it against their feat totals. War domain grants free WF and proficiency in the deity's favored weapon. Not knowing what Zuggy's favorite weapon is, I just "assumed" it was warhammer, left the feats in and then gave the characters in question some additional feats to make their totals correct.
     
  13. Cerulean the Blue

    Cerulean the Blue Blue Meanie Veteran

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    Looks like you're more on top of things than I am. Sorry for telling things you already knew.
     
  14. Kalshane

    Kalshane Local Rules Geek

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    No worries. I'd rather have people tell me things I already know than risk not telling me things I should know. The latter leads to people trying to figure out how to script fixes to my fixes. :)
     
  15. Kalshane

    Kalshane Local Rules Geek

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    Busy day. Woke up feeling like crap. Called in sick to work. Slept for a few more hours, woke up feeling better and got some quality modding time in.

    Does anyone know if the Monster Fast Healing quality has ever worked? Because it doesn't now. I rooted around the protos.tab and everywhere it exists, it exists in the format of "Monster Fast Healing" the next column has the healing value and the third column is blank or has a 0. There's a bunch of monsters set up this way. I tried playing around, putting the value in the third column, putting different numbers in the third column, but no luck.

    Also, in my attempts to figure out the problem with Scorpp and other recruitable monsters gaining XP too quickly, I discovered if you put anything but a correct class name under Class, the creature in question will get several million hitpoints. Not really useful, but there you go.

    It will also apply whatever number you associate with that class to the level field in the inventory screen, but the creature will still level up as if they only have whatever levels they have in a valid class. So if you give a monster 8 levels of "Warrior" and 2 levels of Fighter, they'll show up as 10th level in the character sheet, but the XP field will show 1000 and they will still hit 3rd level as soon as they gain 3000 XP.
     
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