Storm of Zehir *SPOILERS*

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ayergo
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Re: Storm of Zehir

Post by ayergo »

Veloci-raptor models!!!!
There's a place I like to hide
A doorway that I run through in the night
Relax child, you were there
But only didn't realize and you were scared
It's a place where you will learn
To face your fears, retrace the years
And ride the whims of your mind
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Vendrin
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Re: Storm of Zehir

Post by Vendrin »

Electryc wrote:Ya if they have the darkness spell prepared, it will automaticly cast it. My yaun-ti cleric openend the door for my party. My question is how the feck towards the end of the game do you beat those two vampire lords and some named guy I assume is a lich on top of his tower.
I don't recall this ever happening? Area, quest name?
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Thangorn
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Re: Storm of Zehir

Post by Thangorn »

ha.. yesh well I had the darkness spell prepared and I thought if I cast it on the area of the door it should work.. I didnt realise I had to use my spellcaster with the spell prepared to open the damn thing lol...

One thing I hate is the troll implementation.. trolls in this game still regenerate fire and acid damage and you can only use it to finish them off.. makes those two headed suckers pretty farkin hard..

Code: Select all

//::///////////////////////////////////////////////
//:: Name      PnP Style Troll Regeneration
//:: FileName  troll_regen_inc.nss
//:://////////////////////////////////////////////
/*
    Functions allowing PnP style regeneration for
    trolls. When implemented trolls will regenerate
    all forms of damage except Acid and Fire damage
    types.

    INSTALLATION
    ------------
    1.) Remove the Regeneration(+5) property from
        the hides of the trolls in your module
        (Custom templates will have to be used).

    2.) #include this file in nw_c2_default1.nss
        and nw_c2_default6.nss

    3.) Call
                DoTrollRegeneration();

        from nw_c2_default1.nss and save as custom
        OnHeartbeat Script. Place this script in
        your Trolls' OnHeartbeat event.

    4.) Call
                if (!GetIsDead(OBJECT_SELF))
                    DoTrollRegenCheck();

        from nw_c2_default6.nss and save as custom
        OnDamaged script. Place this script in your
        Trolls' OnDamaged event.
*/
//:://////////////////////////////////////////////
//:: Created By: The Snot Goblin
//:: Created On: 9th November 2005
//:://////////////////////////////////////////////


/**********************************************************************
 * CONSTANTS
 **********************************************************************/

const int       DEBUG                                   =   FALSE;
const int       TROLL_REGEN_HP_PER_ROUND                =   5;
const string    TROLL_REGEN_POOL                        =   "TROLL_REGEN_POOL";

/**********************************************************************
 * FUNCTION PROTOTYPES
 **********************************************************************/

//Analyses damage taken by Troll NPC and determines
//how much damage should be regenerated. This value
//is added to the NPC Troll's Regeneration Pool.
//Trolls regenerate all damage types except Acid
//and Fire.
void DoTrollRegenCheck();

//Causes Troll NPC to regenerate 1 HP at a time in
//bursts decided by TROLL_REGEN_HP_PER_ROUND constant.
//The Troll's Regeneration Pool is updated after each
//burst and regeneration will not occur if the pool is
//empty.
void DoTrollRegeneration();

/**********************************************************************
 * FUNCTION DEFINITIONS
 **********************************************************************/

//Analyses damage taken by Troll NPC and determines
//how much damage should be regenerated. This value
//is added to the NPC Troll's Regeneration Pool.
//Trolls regenerate all damage types except Acid
//and Fire.
void DoTrollRegenCheck()
{
    object oTroll = OBJECT_SELF;

    //Quantities of relevant damage types dealt.
    int nTotalDamage = GetTotalDamageDealt();
    int nAcidDamage = GetDamageDealtByType(DAMAGE_TYPE_ACID);
    int nFireDamage = GetDamageDealtByType(DAMAGE_TYPE_FIRE);

    //Determine amount to be regenerated.
    int nRegenAmount = nTotalDamage;

    if (nAcidDamage > 0)
        nRegenAmount -= nAcidDamage;

    if (nFireDamage > 0)
        nRegenAmount -= nFireDamage;

    //Update Regeneration Pool
    if (nRegenAmount > 0)
    {
        int nRegenPool = GetLocalInt(oTroll, TROLL_REGEN_POOL);

        nRegenPool += nRegenAmount;

        SetLocalInt(oTroll, TROLL_REGEN_POOL, nRegenPool);
    }

    if (DEBUG != FALSE)
    {
        //Debug talk
        SpeakString(("Total Damage "+IntToString(nTotalDamage)+"HP")+  "\n" +
        ("Acid Damage "+IntToString(nAcidDamage)+"HP")+  "\n" +
        ("Fire Damage "+IntToString(nFireDamage)+"HP")+  "\n" +
        ("Add to Regen Pool "+IntToString(nRegenAmount)+"HP")+  "\n" +
        ("Regen Pool "+IntToString(GetLocalInt(oTroll, TROLL_REGEN_POOL))+"HP"), TALKVOLUME_TALK);
    }
}

//Causes Troll NPC to regenerate 1 HP at a time in
//bursts decided by TROLL_REGEN_HP_PER_ROUND constant.
//The Troll's Regeneration Pool is updated after each
//burst and regeneration will not occur if the pool is
//empty.
void DoTrollRegeneration()
{
    object  oTroll = OBJECT_SELF;
    int     nRegenPool = GetLocalInt(oTroll, TROLL_REGEN_POOL);

    if (nRegenPool > 0 )  //Only run if Regen Pool is not empty.
    {
        float   fRegenDuration = RoundsToSeconds(1) + 0.1f;
        float   fRegenInterval = RoundsToSeconds(1)/TROLL_REGEN_HP_PER_ROUND;
        effect  effRegen = EffectRegenerate(1, fRegenInterval);

        if (nRegenPool >= TROLL_REGEN_HP_PER_ROUND) //Maximum regen burst used.
        {
            nRegenPool -= TROLL_REGEN_HP_PER_ROUND;

            SetLocalInt(oTroll, TROLL_REGEN_POOL, nRegenPool);   //Update Regen Pool
        }
        //Smaller Burst.
        else
        {
            fRegenDuration = (nRegenPool * fRegenInterval) + 0.1f; //Recalculate duration for smaller Burst.

            SetLocalInt(oTroll, TROLL_REGEN_POOL, 0);            //Update Regen Pool
        }

        //Begin Regeneration Burst.
        ApplyEffectToObject(DURATION_TYPE_TEMPORARY, effRegen, oTroll, fRegenDuration);
   }
}
anyone know if this script will work with NWN2? If so I might make a troll override so they work proper like..
On indefinite real life hiatus

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Runestaff
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Re: Storm of Zehir

Post by Runestaff »

Vendrin wrote:
Electryc wrote:Ya if they have the darkness spell prepared, it will automaticly cast it. My yaun-ti cleric openend the door for my party. My question is how the feck towards the end of the game do you beat those two vampire lords and some named guy I assume is a lich on top of his tower.
I don't recall this ever happening? Area, quest name?
The first statement refers to the Onyx Cave. The last is a reference to Zecorian's Demesne, which is probably the second hardest fight in the game.

The trick there is to take out the vampire lord that heals the others first. Spells granting immunity to death magic and mind spells work well here.
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NickD
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Re: Storm of Zehir

Post by NickD »

Re: This and the Fallout 3 thread

USE THE FARKING SPOILER TAGS!
Current PCs:
NWN1: Soppi Widenbottle, High Priestess of Yondalla.
NWN2: Gruuhilda, Tree Hugging Half-Orc
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Arkan Bladesinger
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Re: Storm of Zehir *SPOILERS*

Post by Arkan Bladesinger »

Dunno why, but I never got hooked on OC nor MotB.

I did get hooked on SoZ, though.

Maybe it´s the non-linearity; I like sandbox games to an extent.

Anyway, I like this extension to the point that I think I´m getting excited about NWN2 again.

At least building for it when/if the new stuff is available.
NWN2: Devon Sangraile
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Riotnrrd
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Re: Storm of Zehir *SPOILERS*

Post by Riotnrrd »

What new Arcane spells are offered?
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hollyfant
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Re: Storm of Zehir *SPOILERS*

Post by hollyfant »

Riotnrrd wrote:What new Arcane spells are offered?
Nothing much. The Orb line of spells and Reduce Person are the most notable, the rest are mainly variations of already existing buffs.
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PensivesWetness
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Re: Storm of Zehir *Questions*

Post by PensivesWetness »

I started played SoZ a couple days ago, while on leave. Like it so far but i've found a bug or difficulty. It seems that i am missing some textures or something. specifically, when you're in the first town after being 'arrested', you gte told to go rest the inn before seeing the sa'saa chick. the inn isn't there. you see the foundation in the dirt but no building or any change in the tool tip icon for a door. the same thing occus on the overland map. i can see flags for the towns but can't get back into town. the same thing for anything i find, save the grave marker or the boar. my map updates but no interaction. is this gonna be fixed on the upcoming patch? :?:

other than that, it's really cool running around with the halfling commandos (Mil, Gin, Soppi-clone & mugs-clone)... :mrgreen:
<Gebb> ok, what does it mean to be "huggled"? <spidroth_esq> Something terrible. <Squamatus> buggered <Dran> sodomised <Squamatus> by an acorn on a stick <tresca> LOL <Gebb> that didn't help <alynn&gt
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ElCadaver
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Re: Storm of Zehir

Post by ElCadaver »

Kest wrote:I like mine too.

My party consists of a FS/Fighter, Bard, Ranger, and Swashbuckler.

Image
My Party, on the other hand, just ported in from Planescape and consists of

Powder - Air Genasai Wizard/Arcane Scholar
Gotubaru - Grey Orc Monk
Daktu Ja'vera - Drow Favored Soul/Warpriest of Kelvemor
Syssth Slaan - Yuanti Rogue/Shadowdancer/Invisible Blade

Image
Image
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