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:
#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:
#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:
#include "NW_O2_CONINCLUDE"
#include "NW_I0_GENERIC"
void NPCTreasure()
{
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));
}
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:
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)
|