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Post by Rastan on Jul 30, 2004 21:15:05 GMT
How do you create a lvl61+ monster?
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Post by Slayer on Jul 31, 2004 1:38:12 GMT
Instead of lvling him through the wizard, manually type in his lvls into the text box. The wizard is what restricts you from going above 60. That way you can type in 99/99/99. You'll have to manually add its feats, etc. But if the creature is that uber, hell, just click em all!!
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Post by ForsakenRites on Jul 31, 2004 5:32:11 GMT
im am deeply afraid of rastans area
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Post by Rastan on Jul 31, 2004 18:21:24 GMT
Well, having Higan constanly complain about wanting a challenge. i'll have to create some almost immpossible enemies.
Also, when sumbiting an area, is there a limit on how many areas can there be? I expect to reach close to 30
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Post by Slayer on Jul 31, 2004 18:29:27 GMT
You can submit as many areas as you like. The more areas you send, the longer it will take us to sift through them. Also, the more areas you send us, the better your documentation should be in the comments. If you send 30+ areas and the comments area is blank, they will not be reviewed. I only assume that everyone is aware of what we will do to any creatures submitted that are over lvl 60. So nuff said bout that!! Now that the legal disclaimer is over, I look forward to seeing what is submitted. 30 areas? If you've built them in less than 60 days, we don't want them. And test them b4 you submit them!! *cough you know who you are
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Post by Rastan on Jul 31, 2004 18:42:17 GMT
well, i mean, multiple areas for one idea. I want to include a forgotten forest like place which is 12 identical areas
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Post by Slayer on Jul 31, 2004 18:44:21 GMT
well, i mean, multiple areas for one idea. I want to include a forgotten forest like place which is 12 identical areas One idea, 30 ideas, it's still 30 boards that we have to pore through.
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Post by Rastan on Jul 31, 2004 18:48:30 GMT
hey, I'll have it well tested though.
Just wondering do you how do you add an area we submit? do you just redo everything we did, or is it more of a copy & paste process?
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Post by Slayer on Jul 31, 2004 19:13:33 GMT
We'll import it into an older version of our mod. The second to last update, to be exact. We'll put the start point in somewhere in the area and then load it up like a normal mod. We'll run through it. See what works, see what doesn't. We will NOT overwrite ANYTHING when we import unless it is documented. If you have modified an existing script and want it to import, you'll have to tell us about it in the comments. If you are using the respawn script for treausure, you will need to export the treasure containers from your palette as well. Please only send ONE export file (Dragon). Use the Export file under File in the menu and have it export everything at once. If you are unclear about anything I just said. Let me know. There's no shame in it. I'll be happy to clear it up here. I WON'T be happy to clear it up in the toolset.
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Post by Rastan on Jul 31, 2004 20:26:17 GMT
Well, I'll get to work on it right away. However I dont expect to finish it in sometime soon due to constant crashes.
oh, and is there a script that if a certain effect happens to a monster, it causes an additional effect to happen? if so could you post it?
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Post by Slayer on Jul 31, 2004 21:22:57 GMT
Define 'effect'. There is the event, OnSpellCastAt for creatures. You could have it check for whether a particular spell is cast on it. There's also the EndOfCombatRound event. You could then use the GetEffect function in a GetFirst/GetNextEffect loop to test and see if a certain effect is on the creature at the time. This will only work on function 'effects' though. i.e. EffectParalyze, EffectKnockdown, etc. It is hard to check to see what spells are on a creature at a given time. It's doable, but it's never 100%. It's best to catch the spell as it's being cast with the OnSpellCastAt event. And if he WALKS into an are of effect spell and picks up an effect, well, my brain hurts just THINKING how to take care of that. The AI script we added works VERY well for casters. 9 times out of 10, if the creature has the effect on them and the appropriate counterspell, he will dispel. I dunno if you are looking to dispel the effect or have the creature react in a different way to it, but those are the best options that I know of at this moment in time. However, my knowledge of the toolset grows with each day, and I may stumble across a better way in the future. Or someone who is reading this may already have and would be kind enough to post it here
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Post by Rastan on Jul 31, 2004 21:57:23 GMT
well, to be more specific I want to make it so the boos cant be petrified by a Shifter w/o having to give them levels in construct
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Post by Slayer on Jul 31, 2004 22:12:37 GMT
Petrification is a Fortitude save, yes? The quick fix is to give him an uber fort save. Lemme look through the toolset and see if there's a more reliable way.
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Post by Rastan on Jul 31, 2004 22:20:59 GMT
that would work, unless he rolls a 1, though highest DC possible is a 29. Construct might be the only way to block it
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Post by Arakasi on Aug 1, 2004 2:16:38 GMT
The effect of petrification is the same as an on-hit Petrification as the spell Flesh to Stone, right? If so, just give spell immunity to Flesh to Stone.
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