To much to do lol, making this kit. Contiue my custom solo fighter/mage/thief kit adventure and also wanna do legacy of monk solo baal walktrue xD
Gel87's Content
There have been 6 items by Gel87 (Search limited from 13-May 23)
#615214 How to determine if creature is exsposed to sun light?
Posted by Gel87 on 31 December 2023 - 02:56 AM in IE Help
If someone wants to help, i have used chatGPT to create scripts for, maby there are faults which im to incompetent to find:
Spell (Bat Swarm)
Spell (Vampire orignator, custom one so far used for draining "The First Vampire blood to become "Vampire Orginator", it will summon a genie who promts you and ask if u want to summon the first vampire so u can steal his powers)
I use AI to help script as i dont know the programming language.
GelVa00.baf (dialog script for genie who summons the first vampire)
GelVa00.bcs (script for same genie)
GelVa00.spl (Spell who summons genie, and set global value)
GelVa00.cre (genie)
GelVa01.spl (spell that summons "The First Vampire)
GelVa01.cre (The First Vampire)
GelVa01.baf (Dialog script to the first vampire)
GelVa01.bcs (Script for the first vampire)
GelVa02.spl (Custom Blood Drain spell that triggers scripts, and simulate draining blood from the first vampire)
GelVa03.cre (Custom bat creature)
GelVa03.spl (Bat Swarm, Spell to trigger script and set global value)
GelVa03.bcs (Creature scripts for bats)
GelVa03_SPL_Spell (script for Bat Swarm spell)
GelVa03_Start_SpellActivated (also script for Bat Swarm spell)
GelVa03_SummonBat (also script for Bat Swarm spell)
// GelVa00.baf Dialog Script: IF True() THEN BEGIN SetDialog("LastSummonerOfMyself") SetText("Child of Baal, you would be the perfect candidate to replace The First Vampire. Would you like to summon him so you can steal his powers?") AddResponse("Yes, bring him here.", 1)
// GelVa00.bcs Script for GelVa00.cre // Mission: 1. Cast Dimension Door effect on self 2. Start Dialog with 'GeKitVa' Shadow Lurker kit. 3. Summon GelVa01.cre "The First Vampire". 4. Teleport out away and kill itself after First Vampire. IF LastSummonerOfMyself Race(Player1) == VAMPIRE Class(Player1) == THIEF Kit(Player1) == 'GeKitVa' Global("GelVa00_SpellActivated","GLOBAL",0) !InDialog(Player1) // Check if Player1 is not in dialog mode THEN RESPONSE #100 ActionOverride(Player1, PauseGame()) ActionOverride(Player1, PlayEffect("DOOR01")) // Play Teleport effect SetGlobal("GelVa00_SpellActivated","GLOBAL",1) ActionOverride(Player1, StartDialog("GelVa00.baf")) IF Global("GelVa00_SpellActivated","GLOBAL",1) See([LastSummonerOfMyself]) !InDialog(Player1) // Check if Player1 is not in dialog mode THEN RESPONSE #100 ActionOverride(Player1, ForceSpellRes("GelVa01.spl", Player1)) SetGlobal("GelVa01_SpellActivated","GLOBAL",2) ActionWait(4000) // It will wait 4 seconds to make sure The First Vampire GelVa01.cre is dead prior to casting dimension door, to not have overlapping effects covering up whats happening ActionOverride(Player1, ForceSpellRes("Door01.spl", Myself)) // Cast Dimension Door (will make sure he either teleport away or become invisible prior to dying) ActionWait(500) // Wait time to make sure he destroys himself after all other actions are done DestroySelf()
// GelVa01.baf Dialog Script: IF True() THEN BEGIN SetText("What's going on? Who are you to awaken me from my long sleep?") AddResponse("Your powers will be mine, time to die!", 1) END IF Response #1 Global("GelVa01_Dialog_1", "GLOBAL", 0) THEN BEGIN SetGlobal("GelVa01_Dialog_1", "GLOBAL", 1) // Set the global variable for GelVa01.bcs // Your actions for Response #1 go here END
// GelVa01.baf Script for GelVa01.cre: // Creature is summoned and starts dialog IF Global("GelVa01_SpellActivated","GLOBAL",1) THEN RESPONSE #100 ActionOverride(Player1, StartDialog("GelVa01.baf")) // GelVa01.cre force GeKitVa to use blood drain on GelVa01.cre, spell is made in NearInfinity program and contains GelKitVa to Kneel over target, inflict piercing damage so that GelVa01.cre bleeds, and a red animation around GelkitVa to simulate him consuming GelVa01.cre's blood. // The spell also contains relevant buffs to GeKitVa. // GelVa01.cre dies after sleeping 2 seconds IF See([LastSummonerOfMyself]) Global("GelVa01_Dialog_1","GLOBAL",1) THEN RESPONSE #100 ActionOverride(Player1, ForceSpellRes("GelVa02.spl", Myself)) PlayAnimation("Sleep") ActionWait(2000) DestroySelf()
// GelVa03.bcs Script for GelVa03.cre IF True() THEN RESPONSE #100 // Move toward LastSummonerOfMyself (Player1's target) ActionOverride(Player1, MoveToObject("LastSummonerOfMyself")) // If the bat has reached its destination, play an attack animation and deal damage ActionOverride(Player1, PlayAnimation("batattack")) ActionOverride(Player1, Damage("LastSummonerOfMyself", DAMAGE_TYPE_PIERCING, 30)) // Deal piercing damage to LastSummonerOfMyself ActionWait(200) // Move toward LastSummonerOfMyself (Player1's target) second time ActionOverride(Player1, MoveToObject("LastSummonerOfMyself")) ActionOverride(Player1, Damage("LastSummonerOfMyself", DAMAGE_TYPE_PIERCING, 30)) // Deal piercing damage to LastSummonerOfMyself ActionWait(200) // Destroy self after completing the actions DestroySelf()
// GelVa03_SPL_Spell Script IF Class(Player1) == THIEF Kit(Player1) == 'GeKitVa' Global("GelVa03_SpellActivated", "GLOBAL", 0) THEN RESPONSE #100 SetGlobal("GelVa03_SpellActivated", "GLOBAL", 1) SetGlobal("GelVa03_Start_SpellActivated", "GLOBAL", 1) // Ensure the start script knows the spell has been activated // Force each enemy in sight to cast a spell summoning bats on Player1 SetGlobal("GelVa03_EnemyList", "GLOBAL", 0) FOR (Enemy = 0 ; Enemy < GetSightRange(Player1) ; IncrementGlobal("GelVa03_EnemyList")) BEGIN ActionOverride(GetGlobal("GelVa03_EnemyList"), "ForceSpellRes(\"GelVa04.SPL\", Player1)") ActionWait(200) // Wait 200ms before the next enemy's action END ActionOverride(Player1, ResumeGame()) // Resume the game immediately
// GelVa03_Start_SpellActivated Script IF True() THEN RESPONSE #100 SetGlobal("GelVa03_Start_SpellActivated", "GLOBAL", 1) ActionOverride(Player1, PlaySound("GelVa03_Start")) // Optional: Play a sound effect // Summon a bat on Player1 ActionOverride(Player1, EvaluateScript("GelVa03_SummonBat", Player1)) ActionWait(200) // Wait 200ms before the next bat summon // Get the list of enemies in the sight range SetGlobal("GelVa03_EnemyList", "GLOBAL", 0) FOR (Enemy = 0 ; Enemy < GetSightRange(Player1) ; IncrementGlobal("GelVa03_EnemyList")) BEGIN ActionOverride(Player1, EvaluateScript("GelVa03_SummonBat", Enemy)) ActionWait(200) // Wait 200ms before the next bat summon END ActionWait(200) // Wait 200ms before resuming the game SetGlobal("GelVa03_Start_SpellActivated", "GLOBAL", 0)
// GelVa03_SummonBat Script IF True() THEN RESPONSE #100 // Summon a bat creature on the target ActionOverride(Player1, SummonCreature("GelVa03.cre", GetTarget())) // Optional: Play a sound effect for the summoning ActionOverride(Player1, PlaySound("summonbat"))
I figured it would be nice to have a Bat Swarm Single Target spell as well.
with creature script: GelVa08.bcs
It will basicly work such that i cast a spell on a target, which force him to summon 20 bats on me with delay of 50ms between each bat summon.
I can ofc splitt this in to level progression spell with less bats for lower levels, and possible more bats for super high levels, simply by changing the number of times enemy summons bats on me in the spell itself.
Bats will then do random walk for a period(to provoke randomness in motion), then move to LastSummonerOfMyself and deal 2 piercing damage, then randomwalk again for 500ms and destroy self to dissapear.
// GelVa08.bcs - Bat Swarm Script for GelVa08.cre IF True() THEN RESPONSE #100 ActionOverride(RandomWalk("Myself")) // RandomWalk for 500ms ActionWait(500) // Move to Last Summoner of Myself ActionOverride(Player1, MoveToObject("LastSummonerOfMyself")) // Check if Last Summoner of Myself is alive IF IsValidForPartyList(GetTarget()) THEN RESPONSE #101 ActionOverride(LastSummonerOfMyself, Damage("Myself", DAMAGE_TYPE_PIERCING, 2)) // Deal piercing damage to LastSummonerOfMyself ActionWait(10) ActionOverride(RandomWalk("Myself")) // RandomWalk for 500ms if Last Summoner is alive ActionWait(500) ELSE RESPONSE #102 ActionOverride(RandomWalk("Myself")) // RandomWalk for 500ms if Last Summoner is alive ActionWait(500) // Destroy self in the end DestroySelf()
GelVa08.spl i will make in NearInfinity, this is basicly just a description of the spell as I have to make it when i get home xD
// GelVa08.spl Bat Swarm Target Spell // Actions: // Play animation over caster // Play animation over target // Play sounds for bats and wingstrokes // Force Target to cast uninterupted GelVa09.spl // Force Target to cast uninterupted GelVa09.spl (delay 50ms) // Force Target to cast uninterupted GelVa09.spl (delay 100ms) // Force Target to cast uninterupted GelVa09.spl (delay 150ms) // Force Target to cast uninterupted GelVa09.spl (delay 200ms) // Force Target to cast uninterupted GelVa09.spl (delay 250ms) // Force Target to cast uninterupted GelVa09.spl (delay 300ms) // Force Target to cast uninterupted GelVa09.spl (delay 350ms) // Force Target to cast uninterupted GelVa09.spl (delay 400ms) // Force Target to cast uninterupted GelVa09.spl (delay 450ms) // Force Target to cast uninterupted GelVa09.spl (delay 500ms) // Force Target to cast uninterupted GelVa09.spl (delay 550ms) // Force Target to cast uninterupted GelVa09.spl (delay 600ms) // Force Target to cast uninterupted GelVa09.spl (delay 650ms) // Force Target to cast uninterupted GelVa09.spl (delay 700ms) // Force Target to cast uninterupted GelVa09.spl (delay 750ms) // Force Target to cast uninterupted GelVa09.spl (delay 800ms) // Force Target to cast uninterupted GelVa09.spl (delay 850ms) // Force Target to cast uninterupted GelVa09.spl (delay 900ms) // Force Target to cast uninterupted GelVa09.spl (delay 950ms)
GelVa09.spl will just be a summoning spell, dno if i want any animations or sounds yet. Its the spell enemy are forced to cast several times. So should be instant etc.
GelVa09.spl Summon Bat Swarm Single Target spell // SummonCreature 'GelVa08.cre' on player1.
Other stuff i have planned, be aware this is a kit i plan to use in Legacy Of Baal difficulty as solo playtrue, its overpowered, but i think i still will struggle
Its a Vampire Thief, which focuses on backstabs, invisibility and Necromancy Albilities and Vampire Albilities, it will have ring of daywalker and custom vampireclaws wepons with Short Sword profience, and may put 3 profience to short sword and 2 profience to single wepon style, and cannot wear armor or shield. It will also have a few acid spells.:
Spells as Innate albilities:
Vampiric Domination
Vampiric Fear
Vampiric Death (Innate Death Spell basicly, i decide if i want a little buff on higher levels or not when it comes to saving throw or Hit Dice restrictions)
Vampiric Finger of death (Finger of death innate, i decide if i want to modify it or add progression)
Greater Malison
Animate dead (well, it will be as normal spell, but the wepon will be repaced to have +1 fire damage on higher levels, only way to deal with trolls within resonable level, i will also add progression for very high levels)
Blood drain:
The Vampire drain the enemies blood, empowering him and increase his regenration and heals himself in the process. At higher levels enemy will be turned into a vampire upon death. These vampires will die if exsposed to sunlight.
Theese vampires will also have nerfed or no level drain albilities.
Level 1: 10 Piercing damage, Vampire Heals for 8 HP, Enemy sleep for 5 seconds (no save), Vampire regen 1hp/2sec for 10 seconds, +1 to taco and ac for 30 seconds.
Level 5: 20 Piercing damage, Vampire Heals for 15 HP, Enemy sleep for 5 seconds (no save), Vampire regen 1hp/2sec for 10 seconds, +1 to taco, ac and speed bonus for 30 seconds.
Level 7: 25 Piercing damage, Vampire Heals for 20 HP, Enemy sleep for 5 seconds (no save), Vampire regen 1hp/2sec for 10 seconds, +1 to taco, ac, speed bonus, strenght and constitution for 30 seconds.
Level 12: 35 Piercing damage, Vampire Heals for 25 HP, Enemy sleep for 10 seconds (no save), Vampire regen 1hp/sec for 10 seconds, +1 to taco, ac, speed bonus, strenght, constitution and saving throws for 30 seconds.
Level 15: 45 Piercing damage, Vampire Heals for 35 HP, Enemy sleep for 10 seconds (no save), Vampire regen 1hp/sec for 20 seconds, +1 to taco, ac, speed bonus, strenght, constitution, saving throws and 10% physical resists for 30 seconds, enemy dies unless saving throw(+2) vs death and gets turned into a vampire if dies.
Level 17: 55 Piercing damage, Vampire Heals for 40 HP, Enemy sleep for 10 seconds (no save), Vampire regen 1hp/sec for 20 seconds, +1 to taco, ac, speed bonus, strenght, constitution, saving throws and 10% physical resists for 30 seconds, enemy dies unless saving throw(0) vs death and gets turned into a vampire if dies.
Level 22: 75 Piercing damage, Vampire Heals for 60 HP, Enemy sleep for 10 seconds (no save), Vampire regen 1hp/sec for 20 seconds, +1 to taco, ac, speed bonus, strenght, constitution, saving throws and 10% physical resists for 30 seconds, enemy dies unless saving throw(-2) vs death and gets turned into a elder vampire if dies.
Level 35: 100 Piercing damage, Vampire Heals for 100 HP, Enemy sleep for 10 seconds (no save), Vampire regen 1hp/sec for 20 seconds, +1 to taco, ac, speed bonus, strenght, constitution, saving throws and 10% physical resists for 30 seconds, enemy dies unless saving throw(-4) vs death and gets turned into a ancient vampire if dies. If enemy not die he will take 4 piercing damage per second for 10 seconds.
Vampire: Normal Vampire stats, Immunities and spells, but no level drain
Elder Vampire: Elder vampire stats, immunities and spells, but only 10% chance to level drain 2 levels.
Ancient Vampire: Ancient vampire stats, immunities and spells, but 20% chance to level drain 2 levels.
Feeblemind
Emotion: Hopelessness
Invisibility
Spell Immunity: diviation
Vampiric skull trap: Normal skull trap in innate slot
Abi-Dalzim's Horrid Wiltling
Wail of banshee
Summon Bat Swarm (aoe batswarm spell)
Soul Harvest (custom spell from my Banshee kit, will turn it innate albility ofc. Its a nice spell that starts weak with like 5 magic damage, and increase rapidly on levels so its usefull at any time)
Globe of Blades
Shadow Step
Acid Rain (like meteor shower, only acid)
True sight
Vampiric Unholyness (Single target spell that comes as a acid beam from the sky and deal acid and crushing blow damage on impact and force enemy to sleep for short period. It starts with like 15crushing/15acid damage and in high levels ends at like 35/35 or higher cant remember)
Use all items: Hla
Vampiric Assassination: Hla, slightly longer duration than normal assassination
Plague wepon
It will have no traps.
Ring of daywalker will have nerfs, but protects you vs certain death/burning dissintergration spell in sunshine.
It will not be able to use other items than his vampire wepons.
Progression scenario, after writing this down i think i will reduce some progression, espesially have a look at the Thaco/AC/Backstabber modifiers lol, and maby tune down the innate spell ammounts:
Level 1:
Vamp.itm(custom): Short sword profience, 1d6+2 crushing (0 enchantment, speed 0, 0 taco bonus) - It also have cold steel and silver tags.
None of the vampire immunities
No regeneration
1 bonus to taco and AC
20% psn res
5% cold res
5% light res
Shadow step
Recast Vampire Current shape and wep
Bloodrain
Shapechange Fledged vampire: Visual only(will still use a vampire animation, cause i think fledging is only male)
Level 2:
Soul Harvest
and Bat Swarm Single Target(will make a weak level 1 version, and instead progress spell)
Level 3:
1 bonus taco and ac
Plague wepon skill
Level 4:
Vampiric Fear(i guess i will nerf it a little if given this early, dno)
1 bonus to backstab modifier
Shadow step
Level 5:
Soul Harvest
Blood drain
Invisibility
Permanent Spell that increases poison res to 40, cold and light res to 10.
Level 6:
1 bonus to thaco and ac
Vampiric fear
Level 7:
Shapechange: Vampire (visual)
VampireWeponUpgrade: 1d6+4 (+1 bonus thaco, speed and has +1 enchantment)
Invisibility
Blood Drain
Immune to Panic
Immune to sleep
Immune to moral break
Immune to charm
Level 8:
+1 to backstabber modifier
Emotion: Hopelessness
Blood drain
Level 9:
+1 bonus to taco and AC
Invisibility
Vampiric Domination
Level 10:
Animate dead
Greater Malison
Level 11:
Emotion: Hopelessness
Greater Malison
Level 12:
Shapechange: Elder Vampire(only visual animation)
WeponUpgrade: 1d6+6(+2 taco, speed, and is enchantment +2)
Res increase: Poison to 60, electric to 15, cold to 15.
Immune to Berserk
Immune to paralyze
Immune to Held
Regeneration 1HP/2sec
+1 to Backstabber modifier
Level 13:
1 bonus to taco and ac
Invisibility
Feeblemind
Level 14:
Vampiric Skull Trap
Animate Dead
True Sight
Blood Drain
Level 15:
Vampiric skull trap
Feeblemind
Vampiric Domination
Vampiric Unholyness
Level 16:
Vampiric death
Vampiric finger of death
Greater Malison
1 bonus to taco and ac
Level 17:
Shapechange: Ancient Vampire (only visual animation ofc)
WeponUpgrade: 1d6+8crushing+4acid+1poison/sec for 10sec (+4 taco, +3 speed, enchantment +4), 10% chance of level drain 2 levels
Immune to none magical wepons
Regeneration Increased to 1hp/sec
Res increased to: 100 poison, 50 cold, 50 electric, 25 acid, 25 fire, 25 magical reducement, 25 physical, 15% magic res
Hasted
+1 to backstabber modifier
Summon Bat Swarm
Immunity: Divination
Soul Harvest
Vampiric Domination
Level 18:
+1 bonus to taco and AC
True sight
Vampiric Skull Trap
Vampiric Finger of death
Level 19:
Invisibility
Level 20:
Blood drain
Greater malison
Level 21:
Summon Bat Swarm
Level 22:
1 bonus to taco and AC
Feeblemind
Emotion: Hopelessness
Level 23:
Permanent alacricimity (dno, maby )
Vampiric Unholyness
Level 24:
+1 backstabber modification
Animate Dead
Level 25:
Vampiric Death
Level 26:
Summon Bat Swarm
Level 27:
+1 bonus to taco and AC
Wail Of Banshee
Level 28:
Invisibility
True sight
Level 29:
Blood Drain
Bat Swarm Single Target
Level 30:
Abi-hazim horrid witling
Level 31:
Soul Harvest
Level 32:
Invisibility
Level 33:
Vampiric Unholyness
Level 34:
Spell Immunity: diviation
Blood drain
Level 35:
Greater Malison
+1 backstabber modififer
Level 36:
1 bonus to taco and AC
Level 37:
Summon Bat Swarm
Soul Harvest
Level 38:
Vampiric Unholyness
Level 39:
Wail of Banshee
Level 40:
Acid Rain
Invisibility
True Sight
Vampiric skull trap
HLA:
- Shapechange: Vampiric Orginator (must pick 4 or 5 other prior to this):
Immune to enchantment up to +2
Resists raised to:
100 poison, 60cold, 60 light, 40fire, 40acid, 40magic reduce, 40 magic res, 40 physical res.
WeponUpgrade: 1d6+10crushing + 10acid + 4psn/s for 15 seconds (Taco +5, speed +4, Enchantment +6), steal 10 life, 25% chance of level drain 2 levels
Improved haste
Remove spell: Recast Current Form and Wepon
Add spell: Recast Vampiric Orginator Shape and Wepon.
- Use all items(i dno, but maby I will continue to not be able to use armor and shield, i dno)
- Wail of banshee(2)
- Acid Rain (4)
- Vampiric Assassination (6)
- Vampiric Unholyness (5)
- Time Stop (2)
- Sirculatum (2)
- Summon Bat Swarm (3)
- Bat Swarm Single Target (3)
- +1 all attributes, ac, taco, saving throws(2)
- Vampiric finger of death (5)
- Globe of blades (2)
#615212 How to determine if creature is exsposed to sun light?
Posted by Gel87 on 30 December 2023 - 11:58 PM in IE Help
Yo,
Im building a vampire kit. And it will turn stuff into custom vampires as well.
The main character with relevant kit and race vampire will die by a custom spell if exsposed to sunlight, if he is not wielding a nerfing ring called Daywalker Ring. And the vampire he turns will be the same.
But how do i determine if they are exsposed to sunlight?
I know hide in shadow dont work in sunlight. But it does not work if spotted by enemy as well.
I know there are many weather conditions.... Dusk to dawn, dawn to dusk, city, rainy forest, dungeon, etc? How do it see difference if the creature is in a tavern/house contra outside in the city during daylight?
Maby there is something in the scripts for vampire NPC's already in the game?
There are drow items who turn to dust if exsposed to sunlight? How is this set up? Just by leaving underdark? Or does it has actual sunlight code?
Is there sunlight factors? Such as Sunlight Sensitivity, sunlight exsposure in the game already?
How do i uncompile a script? Cause i cant read scripts already compiled^^
Any pointers?
#615208 Need help with some spells and scripts
Posted by Gel87 on 30 December 2023 - 03:05 AM in IE Help
So, to make this better?
GelVa00.Spl:
Summon Geni (GelVa00.cre)
GelVa01.spl:
Kneel caster
Custom bloodlust which force target to sleep for 10 seconds.
Deal 3 piercing damage for blood and sound effect on enemy.
Kills target after 1,5 second delay, so that he dies while laying down.
Cast some kind of red animation on myself to simulate drinking blood
GelVa00.cre:
Geni with script.
GelVa01.cre:
The First Vampire with script.
Creature will die and i guess script will end to make a clean finnish? Or should i let script kill him instead after the end? With destroy(self) action? To make sure scripts finnish?
sleep for 2 seconds (myself)
#615207 Need help with some spells and scripts
Posted by Gel87 on 30 December 2023 - 02:09 AM in IE Help
I started to ask chatgpt about the HLA albility to become Vampire Orginator.
Does this looks ok?
I also asked chat GPT to make my character bend over enemy (which is forced to sleep via spell, and it came back with the option to make my character kneel, which sounds good)
My spell will force the creature to sleep anyway, effects and all will be in the spell itself, is it possible to force kneel function via spell as well? Cause would be simplier.
This spell is ofc a custom blood drain just for this scenario.
#615206 Need help with some spells and scripts
Posted by Gel87 on 30 December 2023 - 12:30 AM in IE Help
Yo
Baldur's gate EE, BG2EE, SOD:
Im stuck at work for almost 2 more weeks and are planning to do a vampire thief class kit "Shadow Lurker" and i already know there are some aspects there which is gonna be a struggle for me due to my lack of knowledge.
So instead of listing my entire plan of the kit i can rather list the issues i see myself having with it:
Issue 1:
The vampire gonna wear "Ring of Daywalker" which are gonna nerf him, but only when in sunshine. He may choose to take it off as well, but will then disintigrate and burn if in sunshine.
The issues i met last time was weather conditions.
Because dusk to dawn is rather easy, but there is also rainy forest, inside houses, dungeons etc. And i would really like to have the effect happening in umar hills with that light there.
At higher levels his "Blood Drain" albility will kill and convert enemies to vampires. I want those vampire's to die in sunshine as well.
Blood drain idea is to add blood effects on enemy and myself, force enemy to sleep for some seconds, and at higher levels some enemies will die while lying down if fail to save throw and it will summon a vampire at myself. Would be cool if i was able to make my vampire bend over him in the process as well, but dno how.
The plan is to summon an invisible summon which use last summoner of myself function to cast the disintigrate spell when unprotected in sunshine, which kills himself after action done. Ring of daywalker will ofc have immunity effect to this spell.
As well as when you become Vampire Orginator you will be immune to sunshine. But ur turned vampires will not ofc.
Issue 2:
Thief levels pretty fast and i always do solo playtrue BGEE-SOD-BG2EE. It stops at level 40, but ideally i would want level 50. Which table's would need to be changed to be able to reach lvl 50?
I also may encounter issue where thiefing skills max out, and im stuck on level up due to cannot put the thieving albilities anywhere.
Issue 3:
It will also have a HLA spell called Acid Rain
Is it possible to change colour of Fire Rain? Or anyone know what the effect where u get green gue all over ur character when opening certain trapped chests? I searched without finding that animation before...
If all else fail i already have a single target acid spell comming from the sky dealing both acid and crushing, and can just change this into an aoe spell instead.
Issue 4:
When finally reaching the HLA albility Vampire Orginator my plan was to make it act simular to the WISH spell.
It will summon a geni which prompts you with an dialog to summon forth the unnsuspected First Vampire. You character will then quickly blood drain him and "gain his powers" an become a Vampire Orginator.
However i have never made a dialog before, any pointers or links on how to do this?
Something like this:
Summon Geni(GelVa07.cre) on myself.
use last summoner of myself function to initate dialog with me.
Once dialog ends cast spell with something like ForceSpellRes to summon the first vampire.
Force my character somehow to use a Custom Blood Drain on first Vampire which basicly consists of certain death for him and cast needed albilities on myselfs.
The spells themselves are not an issue for me, but im very weak in scripts.
- I dont know how to add a dialog into the game other than whatever item/spell texts i add via kit scripts.
- I dont know how to force my character to do such functions, maby as simple as ForceSpellRes
- I dont know how to script this at all xD
It also needs to be gender based, if male it will be male vampire, if female it will be female vampire.
Anyone have some pointers?
Issue 5:
It will have a spell called Bat Swarm, basicly it will summon several bats for each enemy, dealing damage and several effects will happen.
How do i control theese bats? (it's not a must, they may just appear over enemy and do random behaviour, but would love for them to come from me as as a swarm, 3 for each enemy and move to each enemy dealing 3 x piercing damage, move back to me, then back to enemey dealing damage second time, then back to me again)
Hopefully i will find some cool red effects simulating them bringing me blood from the enemies.
I made this spells before with random bats just appearing above enemies, but i think i overdid it, cause bats was never visible, the spell was so offensive that my pc crashed every time as well xD
Issue 6:
When i was in the progress to make a kit like this before i had a issue where vampire would not be visible in bg1EE. I know there is vampire's in SOD and i thought all resources would be at both games when using EE.
Maby i used wrong creature type?
Issue 7:
I want him/her to be unable to use armor. Until he gets use all items. Maby even not then. But is there any simple way to do this? Do i have to go true all armors and change them? Or can i do it more simple?
It's been a while since i touched modding and baldur's gate, so I dont remember all i knew before, but i guess i quickly get back into it
Any help is appritiated I know chatgpt can help me a little with scripts, but i think you guys will be able to help me way more^/better^
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