Author Topic: RE: Vampires HotU - Happy New Year  (Read 321 times)

Legacy_Pstemarie

  • Hero Member
  • *****
  • Posts: 4368
  • Karma: +0/-0
RE: Vampires HotU - Happy New Year
« on: December 31, 2014, 05:57:04 pm »


               

Thought I'd share this set of scripts and blueprints I pulled together (and revamped slightly) from HotU Chapter 2 for a module I'm working on...


 


VAMPIRES - HotU Style


 


The full synopsis of the package:


 


================================================================================

X2 VAMPIRE PACK 

================================================================================

Compiled by Pstemarie, December 31, 2014

Adapted from assets used in HotU Chapter 2 © Bioware

 

*****************************

Requirements and Installation

*****************************

 

Requirements: 

-------------

 

NWN, SoU, HotU - patched to v1.69

 

Installation:

-------------

 

1. Merge the /ERF, /HAK, and /SCRIPTTEMPLATES folders into your NWN installation

2. Edit the Module Properties and add "x2_vampires" to the HAK tree

3. Import the contents of the "x2_vampires" ERF file into your module

 

 

*****************************

MANIFEST

*****************************

 

Dialogs:

--------

 

x2_coffin.dlg           - Placeable coffin dialog file

 

Blueprints:

-----------

 

x2_woodstake.uti        - Splintered wood item (used to kill vampires in their 

                          coffin) - Items/Plot

x2_coffin.utp           - Placeable vampire coffin - Placeables/Custom/Containers

 

Script Templates

----------------

 

set_nw_vampire.ini      - Vampire creature events config file

set_nw_vampire_shad.ini - Gaseous form creature events config file

 

Scripts:

--------

 

nw_c2_vampire7.nss      - Vampire OnDeath event script

nw_c2_vampireg9.nss     - Gaseous form OnSpawn event script

nw_c2_vampiregd.nss     - Gaseous form OnUserDefined event script

x2_coffin_ud.nss        - Placeable coffin OnUserDefined event script

x2_coffin_used.nss      - Placeable coffin OnUsed event script

x2_d1_coffin001.nss     - Placeable coffin dialog ActionTaken script

x2_d2_coffin001.nss     - Placeable coffin dialog StartingConditional script

x2_d2_coffin002.nss     - Placeable coffin dialog StartingConditional script

x2_inc_reward.nss       - Custom XP include library (needed for custom 2da support)

 

HAK Contents:

-------------

 

cus_xp_rewards.2da      - Custom XP Table

nw_vampire001.utc       - Vampire creature blueprint

nw_vampire002.utc       - Vampire creature blueprint

nw_vampire003.utc       - Vampire creature blueprint

nw_vampire004.utc       - Vampire creature blueprint

nw_vampire_shad.utc     - Gaseous form creature blueprint

 

The vampire blueprints have had their TAGs changed to "NW_VAMPIRE" and the correct

creature event scripts associated with them.

 

The gaseous form blueprint (nw_vampire_shad.utc) has had its appearance changed to

the "NULL Human" appearance. In addition, its OnSpawn event acript now creates a

gaseous form VFX effect when the creature first spawns.

 

Do NOT alter the blueprints or the first 8 lines of the 2da file; however, you may 

add any numer of additional lines to the 2da file as desired.

 

Notes:

------

 

These scripts make use of a custom 2da file to determine the amount of XP rewarded

for staking a vampire in its coffin.

 

Do NOT under any circumstances alter the TAGs of any of the blueprints included in 

either the ERF or the HAK file. Doing so will break the system.

 

 

****************************

USAGE

****************************

 

1. Open an area in your module and place a vampire coffin. 

2. EITHER place a vampire OR place an encounter trigger that spawns a vampire in the 

   same area where you placed the vampire coffin.

   

Notes:

------

 

When the vampire is slain, it will change into gaseous form and flee toward the nearest 

unoccupied coffin. If no unoccupied coffin exists, the vampire will be destroyed.

   

Once in a coffin the vampire will regenerate its wounds, respawning after 80 seconds 

have passed. 

   

The kill/regenerate cycle will continue until the vampire is permanently slain (see #6 

below).

 

Vampires may be permanently slain while in their coffin by driving the splintered wood 

item through their heart (see x2_coffin.dlg). After the vampire has been killed, XP will 

be awarded to its killer as determined by cross-referencing the vampire's hit dice with 

the appropriate line number in cus_xp_rewards.2da.   

 

It is possible to create custom vampires - just make sure the creature's TAG is set to 

"NW_VAMPIRE" and that it has the appropriate event scripts attached 

(set_nw_vampire.ini - found in the /SCRIPTTEMPLATES folder).