Author Sticky: Post Working Scripts Here
Khellendros_Skyrift Posted: Tuesday, 02 July 12:54AM
Name: Aurak Draconian Death Throes Script
What it does: This simulates the rather complex and grandiose death that is inherent in killing a aurak draconian, due to the fact that this script involves alot of factors, be sure to make sure you follow my instructions as close as possible, see notes below.
Notes:
Those familiar with Aurak Draconians know the drill, the strongest of the draconians, on death they don't die but enter a frenzy where they are slightly buffed up, after 6 rounds they turn into a whizzing lightning ball and after 3 rounds in that powerful form they explode doing 2d6 damage within radius. Now to do an aurak right you need 3 monsters. I called mine Aurak Draconian, Frenzied Aurak Draconian and Dying Aurak Draconian. I used edit copy to edit up the stats from the original so I didn't have to recreate him each time. Be aware your blueprint will be aurakdraconian001 etc if you do that. Stat wise I recommend following the Tales of the Lance rulebook to get them right, most every one of their abilities can be duplicated if your patient. Now onto the scripts

Aurak Draconian:
On spawn is the same as a normal creature for the first form.

On Death:
NWScript:
//Aurak Death Throes Part 1

//By: Khellendros Skyrift

//Special thanks to Samhain and Calidarien who inspired and helped a great deal

//either directly or indirectly in the creation of this script.

//****

//On Death the monster is replaced by a newly spawned monster

//this new monster is usually a superior but temporary version of the original

//When the new monster is spawned the Sanctuary effect is applied to give it an

//"enraged" look.

#include "NW_O2_CONINCLUDE"

void main()

{

location lSource = GetLocation(OBJECT_SELF);

ApplyEffectAtLocation( DURATION_TYPE_INSTANT,

EffectVisualEffect( VFX_DUR_SANCTUARY), lSource);

CreateObject(OBJECT_TYPE_CREATURE, "aurakdraconia001", lSource, FALSE);

}



Frenzied Aurak Draconian

Add this line to the on spawn script of the frenzied aurak

NWScript:
DelayCommand(36.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectDeath(FALSE, FALSE), OBJECT_SELF, 0.0));


This basically sets a delay timer on the death of the form, at which point it will procede to its on death script.
On Death:

NWScript:
//Aurak Draconian Death Throes Part 2b

//By Khellendros Skyrift

//*

//Once again thanks and props go to Caladrien and Samhaine for their help

//This script is basically just applying a visual effect and spawning the final form of the aurak.

//Pretty self explanatory, just make sure you make the blueprint resref the correct one.



#include "NW_O2_CONINCLUDE"

void main()

{

location lSource = GetLocation(OBJECT_SELF);

ApplyEffectAtLocation( DURATION_TYPE_INSTANT,

EffectVisualEffect( VFX_IMP_LIGHTNING_S), lSource);

CreateObject(OBJECT_TYPE_CREATURE, "aurakdraconia003", lSource, FALSE);

}



Dying Aurak Draconian:

NWScript:
//Aurak Draconian Death Throes Part 3b

//By Khellendros Skyrift

//*

//This script combines the generate random npc treasure script I found on NW Vault, thanks to the author.

//With the delay timer for the final explosion. This form is NOT supposed to be killable

//The idea is that the killer is gonna take the explosion damage no matter what.

//Feel free to comment out of change those random item bits as they obviously will mean nothing to you.

#include "NW_O2_CONINCLUDE"

#include "NW_I0_GENERIC"

//treasure script

void NPCTreasure()

{

//2% chance per item, 12% total

if (Random(100) > 98) CreateItemOnObject("sacreddraconiang", OBJECT_SELF, (Random(3) + 1));

if (Random(100) > 98) CreateItemOnObject("scaleddraconianp", OBJECT_SELF, (Random(3) + 1));

if (Random(100) > 98) CreateItemOnObject("blesseddraconian", OBJECT_SELF, (Random(3) + 1));

if (Random(100) > 98) CreateItemOnObject("emblazoneddragon", OBJECT_SELF, (Random(3) + 1));

if (Random(100) > 98) CreateItemOnObject("savagedraconianv", OBJECT_SELF, (Random(3) + 1));

if (Random(100) > 98) CreateItemOnObject("glitteringdragon", OBJECT_SELF, (Random(3) + 1));

}

//main script

void main()

{

DelayCommand(18.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectDeath(FALSE, FALSE), OBJECT_SELF, 0.0));

    SetListeningPatterns();

    WalkWayPoints();

NPCTreasure();

}



Lastly the On Death for the final form:

NWScript:
//Aurak Draconian Death Throes Part 3b

//By Khellendros Skyrift

//*

//This is the final stage, after the time delay goes off and the creature dies in the on spawn script

//This will be called, basically it creates a implosion effect and does the indicated damage (can be adjusted as you wish)

//I hope you all enjoyed this script and it worked for you. Once again alot of this was the work of Bioware, Samhaine and Caladrien.

//I deserve very little credit, I just put it all together and tweaked it. But I hope its of help to you Dragonlance fans.

//If you have any problems, drop me a Private message.

void main()

{

   location lSelf = GetLocation(OBJECT_SELF);

   object oChar = GetFirstObjectInShape(SHAPE_SPHERE, 10.0, lSelf);

   ApplyEffectAtLocation(DURATION_TYPE_INSTANT,

    EffectVisualEffect(VFX_FNF_IMPLOSION), lSelf, 1.5f);

   do {

         location lChar = GetLocation(oChar);

         ApplyEffectToObject( DURATION_TYPE_INSTANT,

          EffectDamage(d6(3), DAMAGE_TYPE_FIRE), oChar);

        ApplyEffectAtLocation(DURATION_TYPE_INSTANT,

         EffectVisualEffect(VFX_FNF_IMPLOSION), lChar, 1.5f);



   } while ((oChar = GetNextObjectInShape(SHAPE_SPHERE, 10.0, lSelf))

            != OBJECT_INVALID);

}



Well thats it folks, I hope it works for you guys, any problems please let me know. This took me several days to get right so alot of love and tinkering went into it. I have some recommendations as well. Use Lizard Shaman A for form 1 and Shaman B for the Frenzied, his red color and the applied effects can make him look the part of a enraged frenzied draconian. Lastly I suggest the Lantern Archon set at DM FAST speed for the final form, remember to buff his ac and HP so he can't be killed. Enjoy! Oh! Thanks to Xephyles (sp?) for the random item generation script featured in the final on spawn, it works wondefully!
-Khellendros
(Demi 8D)