Author Topic: Custom Curse System - A Revamp of Bestow Curse (and using PC Blood to cast it)  (Read 499 times)

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Dhund

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Are you a vengeful hag, looking to punish those who break faith with you?
Maybe you're a High Priest, looking to bring your faith's disfavor upon those who betray your dogma?
Maybe you're just a spiteful wizard, raging against those who call you Mad?

If you are any of the above, or countless others, then BESTOW CURSE might be for you!

But right now, it is... lackluster. Thematically, and mechanically it doesn't feel quite as impactful as your other options would be for spells of the same level.

And we can fix that!

First, lets bring out some more of that sweet, sweet flavour.

The Big Book of Curses
  • Curse of Draining - Your standard NWN curse. -2 to all stats. (GSF:Transmutation gives -3 to stats instead)
  • Curse of Stumbling - This curse brings a -1 Penalty to AC as you mess up your footwork... (GSF: Transmutation lowers AC by 2 instead)
  • Curse of Flailing - Here, we make our victim swing with less skill, granting them -2 AB (GSF: Transmutation lowers damage by 1)
  • Curse of Fumbling - Why make them less able to hit, when you can make your victim's  strikes weaker. -2 Damage (GSF: Transmutation lowers AB by 1)
  • Curse of Plodding - Its a fast paced world, but you make your victim move 10% slower... you monster (SF: Trans decreases reflex saves by 1. GSF:Trans lowers dodge AC by 1)
  • Curse of Tongues - Its hard to cast spells when you keep stumbling over your own tongue... 20% Spell Failure  (GSF: Trans lowers Spellcraft by 3)
  • Curse of Breaching - Maybe you're facing something that keeps ignoring your magic... why not curse them to lose 10 Spell Resist
  • Curse of Yeman - The flames of justice sear your unworthy soul. 20% Fire Vulnerability (GSF: Trans lowers saves vs fire by 1)
  • Curse of Gnipir - The great winter wolf's coming chills all to the bone. 20% Cold Vulnerability[ (GSF: Trans lowers saves vs Cold by 1)/li]
    • Curse of Klink - The Rumour Mill may be gone, but making people flinch at the news never gets old. 20% Sonic Vulnerability (GSF: Trans lowers saves vs Sonic by 1)
    • Curse of Fumigation - The gasses, oozes, and slimes of the world rejoice! 20% Acid vulnerability (GSF: Trans lowers saves vs Acid by 1)
    • Curse of the Storm - Maybe take cover when it storms... 20% Lightning vulnerability (GSF: Trans lowers saves vs Electricity by 1)
    • Curse of Vulnerability - Just making your victim a little worse, right when it matters most. -2 to all saves. (GSF: Trans lowers saves by 3)
    • Curse of Reactions - Dull their senses, then throw something at their face! -3 Reflex Saves
    • Curse of Constitution - Are your foes just proving too hardy? Ruin their digestion. -3 Fortitude Saves
    • Curse of the Mind - Slow their wits, and then make fun of them for it! They won't be able to make good rejoinders! -3 Will Save
    • Curse of Illumination - Are thieves getting you down? Well, if you can't put a bell on their collar, why not just make them glow like the sun? Applies Light and -3 Hide/Move Silent penalty
    • Curse of Eyesight - Maybe that guardsman is a little too on the ball. Why not steal away his eyesight. -3 Spot/Search
    • Curse of the Bridge - Curse your foe, then challenge them to a duel, post haste! 5% Physical vulnerability
[close]
Now, I hear you saying, "These curses are great options an all, but I really don't want to run up and curse my foes at melee range. What if they hit me back?"

First, you are a coward. Second, have I got some good news for you!

The second aspect of this Curse rework... Cursing from a Distance!

Right now, all PCs have the option, with the correct tool, to drain blood from friends, foes, and even themselves. But once you have it, there isn't much you can do with it on its own.

But we're here to change that. By performing one quick ritual, you can link this lifeless blood sample to its owner, and turn it into a Bloody Simulacrum!

Casting Bestow Curse on a Bloody Simulacrum will transfer the spell to the person that kindly donated blood instead, consuming the Simulacrum in the process.

Thats right... if you've got someones blood, you can slap a curse on them through it.  Don't take my word for it, heres a quote from a satisfied Curse Customer.

"I love blood. I love curses. And I love not having to leave my Refuge." - Nicodemus Nephezar*

*Nicodemus Nephezar could not be reached for comment, but we assume this is what he'd say.


---------Mechanics-----------

What I'm proposing is twofold.

First, the Curse Variety expansion, coming in one of three flavours.
The curse is toggled by a simple variable stored on the players token.

1. A player tool allows people to choose their curse from that conversation window.
2. A Big Book of Curses book, with an On-Use conversation that allows the selection of one of the curses.
3. A selection of books with an on-use, each offering one curse attunement per book , so the curse connoisseur has to collect their variety.

My personal preference leans towards option 2, but I can see merits for each option.

Second, the Bloody Simulacrum process.

1. A player tool script, that can click on a blood and spawns the simulacrum.
2. A ritual book, single use consumable or unlimited use, that can be used on blood to begin the process.

The scripts are easily adapted to any of the situations. At present, I have it as a simple Player Tool script, but not being familiar with how EFU's player tool system is scripted and its formatting, can't customize it completely. Likewise for the On-Use script, though if given an example of formatting, I would be more than happy to complete those scripts.

I have attempted to keep the power of the curses in line with the basic effects general power, but all the values are easily adjusted in a single block of the script for balancing.

The Simulacrum summoning process uses an opposed spellcraft check for the victim to identify who has summoned one using their blood to give a chance at counter play/retribution.  Though there isn't a need for the person summoning the simulacrum to be the one to cast the curse. (And there is a slight delay on the simulacrum vanishing, so a well coordinated group/coven could perhaps lay down several curses at once...)

In the end, I feel this system could open up/expand a few concepts and bring dark magicks to the masses, and give consequences to allowing your blood to float around other peoples inventories.

And if it is ever wanted, a single snippet will expand the blood simulacrum targeting to other spells, though at this moment I can't think of ones that would benefit without breaking balance (which is why none of the curses apply any form of damage, only status effects. If you want to inflict damage/heal, you should need to be present).

Hide
This snippet assumes that the spell target variable is the default oTarget

[/list]
Code: [Select]
    //Is our target real, or a Bloody Simulacrum?
    if (TestStringAgainstPattern(GetName(oTarget), "Bloody Simulacrum"))
    {
        //if so, we need to get the real target
            string sTargetName = GetTag(oTarget);

            string sBloodTag = "";

            int nI;
            for (nI = 0; nI < GetStringLength(sTargetName); nI++)
            {
                if (GetSubString(sTargetName, nI, 1) == "_")
                {
                    sBloodTag += " ";
                }
                else
                {
                    sBloodTag += GetSubString(sTargetName, nI, 1);
                }
            }

            sTargetName = sBloodTag;

            object oPC = GetFirstPC();

            while(GetIsObjectValid(oPC))
            {
                if(GetName(oPC) == sTargetName)
                {
                    ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_DEMON_HAND), oTarget);
                    DestroyObject(oTarget, 3.0f);

                    oTarget = oPC;
                }
                oPC = GetNextPC();
            }

    }
[close]
---------Scripts-----------

Bestow Curse - nw_s0_bescurse

   In the variable section, this section needs to be changed to correctly pull off of player tokens.
Code: [Select]
//Fetch the variable from either PC or PC token
    //nCurse = GetTokenInt(GetLastSpellCaster(), "CCS_Curse");
    nCurse = GetLocalInt(OBJECT_SELF, "CCS_Curse");


Code: [Select]
//::///////////////////////////////////////////////
//:: Bestow Curse
//:: NW_S0_BesCurse.nss
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
    Afflicted creature must save or suffer a penalty.
    This is a supernatural effect.
*/
//:://////////////////////////////////////////////
//:: Created By: Bob McCabe
//:: Created On: March 6, 2001
//:://////////////////////////////////////////////
//:: Last Updated By: Dhund
//:: On: September 12, 2021

//Our Flavours of Curses
//0  Curse of Draining - Standard Curse, -2 to all stats
//1  Curse of Stumbling - -1 AC
//2  Curse of Flailing - -2 AB
//3  Curse of Fumbling - -2 Damage
//4  Curse of Plodding - 10% Movement Speed Decrease
//5  Curse of Tongues - 20% Arcane Spell Failure
//6  Curse of Breaching - -10 Spell Resist
//
//7  Curse of Yeman - 20% Fire Vulnerability
//8  Curse of Gnipir - 20% Cold Vulnerability
//9  Curse of Klink - 20% Sonic Vulnerability
//10  Curse of Fumigation - 20% Acid Vulnerability
//11  Curse of the Storm - 20% Lightning Vulnerability
//
//12  Curse of Vulnerability - -2 Universal Saves
//13  Curse of Reactions - -3 Reflex Save
//14  Curse of Constitution - -3 Fortitude Save
//15  Curse of the Mind   - -3 Will Save
//
//16  Curse of Illumination - Light and -3 Hide/MoveSilent
//17  Curse of Eyesight - -3 Spot/Search
//18  Curse of the Bridge - 5% Physical Vulnerability


#include "NW_I0_SPELLS"
#include "x2_inc_spellhook"
#include "inc_char_token"

void main()
{

/*
  Spellcast Hook Code
  Added 2003-06-23 by GeorgZ
  If you want to make changes to all spells,
  check x2_inc_spellhook.nss to find out more

*/

    if (!X2PreSpellCastCode())
    {
    // If code within the PreSpellCastHook (i.e. UMD) reports FALSE, do not run this spell
        return;
    }

// End of Spell Cast Hook


    //Declare major variables
    object oTarget = GetSpellTargetObject();
    effect eVis = EffectVisualEffect(VFX_IMP_REDUCE_ABILITY_SCORE);
    //We need a Curse effect to allow it to be a curse
    effect eCurse = EffectCurse(0, 0, 0, 0, 0, 0);
    //If we want the custom curse to have a unique visual, we'll change it here
    effect eVisTwo = EffectVisualEffect(VFX_IMP_REDUCE_ABILITY_SCORE);

    //Pull the curse variable from the PC. Defaults to 0 if none set, or outside the range
    int nCurse = 0;

    //Fetch the variable from either PC or PC token
    //nCurse = GetTokenInt(GetLastSpellCaster(), "CCS_Curse");
    nCurse = GetLocalInt(OBJECT_SELF, "CCS_Curse");

    //Do we have Spell Focus or Greater Spell Focus?
    int nSpellPower = 0;
    if (GetHasFeat(FEAT_GREATER_SPELL_FOCUS_TRANSMUTATION, OBJECT_SELF))
    {
        nSpellPower = 2;
    }
    else if (GetHasFeat(FEAT_SPELL_FOCUS_TRANSMUTATION, OBJECT_SELF))
    {
        nSpellPower = 1;
    }

    //Make sure its a valid curse (increment value if adding new curses...)
    if (nCurse < 0 && nCurse > 18)
    {
        nCurse = 0;
    }

    //Determine which curse to use
    switch(nCurse)
    {
        case 0: //Curse of Draining - Standard Curse, -2 to all stats
                eCurse = EffectLinkEffects(eCurse, EffectCurse(2, 2, 2, 2, 2, 2));

                //Do we have extra/changed effects for SF or GSF Transmutation?
                //SF: Transmutation
                if (nSpellPower == 2)
                {
                    //Change effect to -3 to all stats
                    eCurse = EffectCurse(3, 3, 3, 3, 3, 3);
                }


        break;
        case 1: //Curse of Stumbling - -1 AC
                eCurse = EffectLinkEffects(eCurse, EffectACDecrease(1, AC_DODGE_BONUS, AC_VS_DAMAGE_TYPE_ALL));

                //Do we have extra/changed effects for SF or GSF Transmutation?
                //SF: Transmutation
                if (nSpellPower == 2)
                {
                    //Removing an additional 1 AC
                    eCurse = EffectLinkEffects(eCurse, EffectACDecrease(1, AC_NATURAL_BONUS, AC_VS_DAMAGE_TYPE_ALL));
                }

        break;
        case 2: //Curse of Flailing - -2 AB
                eCurse = EffectLinkEffects(eCurse, EffectAttackDecrease(2, ATTACK_BONUS_MISC));

                //Do we have extra/changed effects for SF or GSF Transmutation?
                //SF: Transmutation
                if (nSpellPower == 2)
                {
                    //Subtract 1 damage
                    eCurse = EffectLinkEffects(eCurse, EffectDamageDecrease(1, DAMAGE_TYPE_MAGICAL));
                }

        break;
        case 3: //Curse of Fumbling - -2 Damage
                eCurse = EffectLinkEffects(eCurse, EffectDamageDecrease(2, DAMAGE_TYPE_MAGICAL));

                //Do we have extra/changed effects for SF or GSF Transmutation?
                //SF: Transmutation
                if (nSpellPower == 2)
                {
                    //Subtract one AB too
                    eCurse = EffectLinkEffects(eCurse, EffectAttackDecrease(1, ATTACK_BONUS_MISC));
                }

        break;
        case 4: //Curse of Plodding - 10% Movement Speed Decrease
                eCurse = EffectLinkEffects(eCurse, EffectMovementSpeedDecrease(10));
                eVisTwo = EffectVisualEffect(VFX_IMP_SLOW);

                //Do we have extra/changed effects for SF or GSF Transmutation?
                //SF: Transmutation
                if (nSpellPower == 1)
                {
                    //Lower Reflex saves by 1
                    eCurse  = EffectLinkEffects(eCurse, EffectSavingThrowDecrease(SAVING_THROW_REFLEX, 1, SAVING_THROW_TYPE_ALL));
                }
                //GSF: Transmutation
                else if (nSpellPower == 2)
                {
                    //Lower Dodge AC by 1
                    eCurse = EffectLinkEffects(eCurse, EffectACDecrease(1, AC_DODGE_BONUS, AC_VS_DAMAGE_TYPE_ALL));
                }
        break;
        case 5: //Curse of Tongues - 20% Arcane Spell Failure
                eCurse = EffectLinkEffects(eCurse, EffectSpellFailure(20, SPELL_SCHOOL_GENERAL));
                eVisTwo = EffectVisualEffect(VFX_IMP_HEAD_MIND);

                //Do we have extra/changed effects for SF or GSF Transmutation?
                //SF: Transmutation
                if (nSpellPower == 2)
                {
                    //Lower spellcraft by 2
                    eCurse = EffectLinkEffects(eCurse, EffectSkillDecrease(SKILL_SPELLCRAFT, 3));
                }
        break;
        case 6: //Curse of Breaching - -10 Spell Resist
                eCurse = EffectLinkEffects(eCurse, EffectSpellResistanceDecrease(10));
                eVisTwo = EffectVisualEffect(VFX_IMP_HEAD_ODD);
        break;
        case 7: //Curse of Yeman - 20% Fire Vulnerability
                eCurse = EffectLinkEffects(eCurse, EffectDamageImmunityDecrease(DAMAGE_TYPE_FIRE, 20));
                eVisTwo = EffectVisualEffect(VFX_IMP_FLAME_M);

                //Do we have extra/changed effects for SF or GSF Transmutation?
                //SF: Transmutation
                if (nSpellPower == 2)
                {
                    //Lower saves vs Fire
                    eCurse = EffectLinkEffects(eCurse, EffectSavingThrowDecrease(SAVING_THROW_ALL, 1, SAVING_THROW_TYPE_FIRE));
                }
        break;
        case 8: //Curse of Gnipir - 20% Cold Vulnerability
                eCurse = EffectLinkEffects(eCurse, EffectDamageImmunityDecrease(DAMAGE_TYPE_COLD, 20));
                eVisTwo = EffectVisualEffect(VFX_IMP_FROST_S);

                //Do we have extra/changed effects for SF or GSF Transmutation?
                //SF: Transmutation
                if (nSpellPower == 2)
                {
                    //Lower saves vs Cold
                    eCurse = EffectLinkEffects(eCurse, EffectSavingThrowDecrease(SAVING_THROW_ALL, 1, SAVING_THROW_TYPE_COLD));
                }
        break;
        case 9: //Curse of Klink - 20% Sonic Vulnerability
                eCurse = EffectLinkEffects(eCurse, EffectDamageImmunityDecrease(DAMAGE_TYPE_SONIC, 20));
                eVisTwo = EffectVisualEffect(VFX_IMP_SONIC);

                //Do we have extra/changed effects for SF or GSF Transmutation?
                //SF: Transmutation
                if (nSpellPower == 2)
                {
                    //Lower saves vs Sonic
                    eCurse = EffectLinkEffects(eCurse, EffectSavingThrowDecrease(SAVING_THROW_ALL, 1, SAVING_THROW_TYPE_SONIC));
                }
        break;
        case 10: //Curse of Fumigation - 20% Acid Vulnerability
                eCurse = EffectLinkEffects(eCurse, EffectDamageImmunityDecrease(DAMAGE_TYPE_ACID, 20));
                eVisTwo = EffectVisualEffect(VFX_IMP_ACID_S);

                //Do we have extra/changed effects for SF or GSF Transmutation?
                //SF: Transmutation
                if (nSpellPower == 2)
                {
                    //Lower saves vs acid
                    eCurse = EffectLinkEffects(eCurse, EffectSavingThrowDecrease(SAVING_THROW_ALL, 1, SAVING_THROW_TYPE_ACID));
                }
        break;
        case 11: //Curse of the Storm - 20% Lightning Vulnerability
                eCurse = EffectLinkEffects(eCurse, EffectDamageImmunityDecrease(DAMAGE_TYPE_ELECTRICAL, 20));
                eVisTwo = EffectVisualEffect(VFX_IMP_LIGHTNING_S);

                //Do we have extra/changed effects for SF or GSF Transmutation?
                //SF: Transmutation
                if (nSpellPower == 2)
                {
                    //Lower saves vs lightning
                    eCurse = EffectLinkEffects(eCurse, EffectSavingThrowDecrease(SAVING_THROW_ALL, 1, SAVING_THROW_TYPE_ELECTRICITY));
                }
        break;
        case 12: //Curse of Vulnerability - -2 Universal Saves
                eCurse = EffectLinkEffects(eCurse, EffectSavingThrowDecrease(SAVING_THROW_ALL, 2, SAVING_THROW_TYPE_ALL));

                //Do we have extra/changed effects for SF or GSF Transmutation?
                //SF: Transmutation
                if (nSpellPower == 2)
                {
                    //Do -3 Saves instead
                    eCurse = EffectCurse(0, 0, 0, 0, 0, 0);
                    eCurse = EffectLinkEffects(eCurse, EffectSavingThrowDecrease(SAVING_THROW_ALL, 3, SAVING_THROW_TYPE_ALL));
                }
        break;
        case 13: //Curse of Reactions - -3 Reflex Save
                eCurse = EffectLinkEffects(eCurse, EffectSavingThrowDecrease(SAVING_THROW_REFLEX, 3, SAVING_THROW_TYPE_ALL));

        break;
        case 14: //Curse of Constitution - -3 Fortitude Save
                eCurse = EffectLinkEffects(eCurse, EffectSavingThrowDecrease(SAVING_THROW_FORT, 3, SAVING_THROW_TYPE_ALL));

        break;
        case 15: //Curse of the Mind   - -3 Will Save
                eCurse = EffectLinkEffects(eCurse, EffectSavingThrowDecrease(SAVING_THROW_WILL, 3, SAVING_THROW_TYPE_ALL));

        break;
        case 16: //Curse of Illumination - Light and -3 Hide/MoveSilent
                eCurse = EffectLinkEffects(eCurse, EffectSkillDecrease(SKILL_HIDE, 3));
                eCurse = EffectLinkEffects(eCurse, EffectSkillDecrease(SKILL_MOVE_SILENTLY, 3));
                eCurse = EffectLinkEffects(eCurse, EffectVisualEffect(VFX_DUR_LIGHT_YELLOW_20));

        break;
        case 17: //Curse of Eyesight - -3 Spot/Search
                eCurse = EffectLinkEffects(eCurse, EffectSkillDecrease(SKILL_SPOT, 3));
                eCurse = EffectLinkEffects(eCurse, EffectSkillDecrease(SKILL_SEARCH, 3));

        break;
        case 18: //Curse of the Bridge - 5% Physical Vulnerability
                eCurse = EffectLinkEffects(eCurse, EffectDamageImmunityDecrease(DAMAGE_TYPE_BLUDGEONING, 5));
                eCurse = EffectLinkEffects(eCurse, EffectDamageImmunityDecrease(DAMAGE_TYPE_PIERCING, 5));
                eCurse = EffectLinkEffects(eCurse, EffectDamageImmunityDecrease(DAMAGE_TYPE_SLASHING, 5));

        break;
    }

    //Is our target real, or a Bloody Simulacrum?
    if (TestStringAgainstPattern(GetName(oTarget), "Bloody Simulacrum"))
    {
        //if so, we need to get the real target
            string sTargetName = GetTag(oTarget);

            string sBloodTag = "";

            int nI;
            for (nI = 0; nI < GetStringLength(sTargetName); nI++)
            {
                if (GetSubString(sTargetName, nI, 1) == "_")
                {
                    sBloodTag += " ";
                }
                else
                {
                    sBloodTag += GetSubString(sTargetName, nI, 1);
                }
            }

            sTargetName = sBloodTag;

            object oPC = GetFirstPC();

            while(GetIsObjectValid(oPC))
            {
                if(GetName(oPC) == sTargetName)
                {
                    ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_DEMON_HAND), oTarget);
                    DestroyObject(oTarget, 3.0f);

                    oTarget = oPC;
                }
                oPC = GetNextPC();
            }

    }

    //Make sure that curse is of type supernatural not magical
    eCurse = SupernaturalEffect(eCurse);
//    if(!GetIsReactionTypeFriendly(oTarget))
    {
        //Signal spell cast at event
        SignalEvent(oTarget, EventSpellCastAt(oTarget, SPELL_BESTOW_CURSE));
         //Make SR Check
         if (!MyResistSpell(OBJECT_SELF, oTarget))
         {
            //Make Will Save
            if (!/*Will Save*/ MySavingThrow(SAVING_THROW_WILL, oTarget, GetSpellSaveDC()))
            {
                //Apply Effect and VFX
                ApplyEffectToObject(DURATION_TYPE_PERMANENT, eCurse, oTarget);
                ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
                ApplyEffectToObject(DURATION_TYPE_INSTANT, eVisTwo, oTarget);
            }
        }
    }
}
[close]

Player Tool implementation of Bloody Simulacrum summoning

Something odd with the forums keeps happening.         

Code: [Select]
if (nValid = = 0)
        {
            SendMessageToPC(oUser, "No bond could be made");
        }

This section will not post if done correctly. The space between the '= =' in the IF statement needs to be removed to work

Code: [Select]
#include "inc_vistransform"
void main()
{
    object oUser = OBJECT_SELF;

    //Make sure the tool was used on a blood vial
    object oClicked = GetSpellTargetObject(); //Need to get clicked item here

    string sClicked = GetName(oClicked);

    //Check if its a vial of blood...
    string sBloody = GetStringRight(sClicked, 5);
    if (TestStringAgainstPattern(sBloody, "Blood"))
    {

        int nNameLength = GetStringLength(sClicked);
        string sBloodName = GetSubString(sClicked, 0, nNameLength - 8);


        SendMessageToPC(oUser, "You attempt to create a bond between " + sBloodName + "'s Blood and " + sBloodName);

        //Is the player online?

        object oPC = GetFirstPC();
        int nValid = 0;
        while(GetIsObjectValid(oPC))
        {
            if(GetName(oPC) == sBloodName)
            {
                nValid = 1;
                SendMessageToPC(oUser, "You create the bond...");

                //Does the other PC detect it? Opposed Spellcraft checks
                int nDC = d20(1) + GetSkillRank(SKILL_SPELLCRAFT, oUser, FALSE);
                if (GetIsSkillSuccessful(oPC, SKILL_SPELLCRAFT, nDC))
                {
                     SendMessageToPC(oUser, "A chill runs down your spine as you sense " + GetName(oUser) + " forge a connection to you...");
                }
                else
                {
                    SendMessageToPC(oUser, "A chill runs down your spine...");
                }


                //Now we make the name into something we can store in a new tag...
                string sBloodTag = "";

                int nI;
                for (nI = 0; nI < GetStringLength(sBloodName); nI++)
                {
                    if (GetSubString(sBloodName, nI, 1) == " ")
                    {
                        sBloodTag += "_";
                    }
                    else
                    {
                        sBloodTag += GetSubString(sBloodName, nI, 1);
                    }
                }

                object oBloodSim = CreateObject(OBJECT_TYPE_CREATURE, "bloodysimulacrum", GetLocation(oUser),
                    FALSE, sBloodTag);

                ApplyVisualTransformOnTarget(oBloodSim, "scale", "x", "TO", 0.4f);

                ApplyEffectToObject(DURATION_TYPE_TEMPORARY, EffectVisualEffect(VFX_IMP_EVIL_HELP), oUser, 0.4f);

                //Burn the blood as it is used, then in a minute, get rid of the simulacrum
                DestroyObject(oClicked);
                DestroyObject(oBloodSim, 60.0f);

            }
                oPC = GetNextPC();
        }

        if (nValid = = 0)
        {
            SendMessageToPC(oUser, "No bond could be made");
        }



    }
    else
    {
        SendMessageToPC(oUser, "This is not a vial of blood.");
    }

}
[close]


Bloody Simulacrum NPC
Not a script, but an NPC. For this, I was just using the Ruby Golem model, with all scripts removed, and a resref of 'bloodysimulacrum'
[close]
« Last Edit: September 13, 2021, 05:08:27 PM by Dhund »
<@Mort> Dhund is on the money, imo