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Animator Idea

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Post by evilkittenofdoom Tue Mar 02, 2010 10:56 pm

I was killing... err... dismantling constructs in Ando's and thought up something that Animators could do. Through a quest, perhaps they could be given the ability to boost their creations by adding a few materials. using the various Metal Bars, they could give their creations a boost after they construct them. Seeing as the Animator Summons become (like most summons late game) useless after a while, this might be a good way to give some benefit for taking however many Animator levels you have. (What materials are used determine the potency of the boost. For example, Iron Bars give a +12 to HPs and 1 AC, whereas Mithril Bars give a +60 HPs, +5 AC and 10/+2 DR.)
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Post by daveyeisley Wed Mar 03, 2010 1:46 am

I would even say make some of the boosts affect DR and such. Would be nice to have a tanbk with 50/+6 DR if one spent the money for the materials.
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Post by MannyJabrielle Thu Mar 24, 2011 7:08 pm

Been thinking about this one...

Make the "bucket of golem parts" have a function other than non-transferable inventory clutter.

I can think of two separate functions to do. One, using metal bars to increase some aspects of the golems you build.

Put the bars into the barrel, and the next golem you build gets bonuses based on what bars you use.

Iron = Increased HP. Steel = Increased strength. Mithril = increased dex. Adamantine = Increased DR.

To balance things out... the bars are only good for 1 golem build, so you'd have to keep supplying more bars for more improved golems. These would work for the flesh, clay, stone and crystal golems as well because you're not making the entire golem out of the bars, only reinforcing joints and such with the metals.


The second aspect of using the barrel to upgrade a golem...

Have it work in similar fashion to scepters of magical reinvestment, except, instead of charging up magic items, the items you 'zap" with the bucket can apply their properties to the golem you craft.

Example... zap a bulwark amulet, a weapon, and ring of power, and then use the bucket to "upgrade" the golem's parts with those items.

Mechanics wise, instead of going for something fancy, could do it in a similar fashion to the dragon companions. The items aren't actually "destroyed", but are simply equiped to the golem. When the golem dies, the items you used on the golem are destroyed as well.

As with the bar improvements, you need to keep supplying the goods for each golem, but, if an animator is willing to sacrifice the goods, it's an option to make his or her golems a bit tougher.
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Post by MannyJabrielle Thu Mar 24, 2011 7:39 pm

So, an example (without code, can't think in nwnscript too much ATM)...

The barrel has a unique property on use. When it's activated, it fires off a script that checks to see if it's targeted on a golem, or an item.

If the target is a valid item (bar of X type of metal), it zaps the metal and sets a variable on the barrel (usedmetaliron, usedmetalsteel, ect).

If the item is a ring, weapon, amulet, shield, armor, or helmet, it zaps that item, and stores it temporarily.

If the target is the animator's golem, it checks to see if it has any bars (checks to see if the metalusediron, steel, ect variables are set). If so, it applies the appropriate boost the the golem's skin as temp property. It also checks to see if items are stored. If so, it equips those items to the golem.
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Post by RustyDios Thu Mar 24, 2011 8:31 pm

Sounds good ... but if you turn the bucket into a "box" it could (OnUse at a golem) loop through the item's in it's inventory... if it's a bar it'll destroy the item and apply the temp prop to the golem skin... if ~not~ a bar, it'll give the item to the golem and attempt to equip it.... and then destroy the item too ...
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Post by eeriegeek Thu Mar 24, 2011 9:13 pm

Deep crystals would make nice ingredients for crystal golums.
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Post by MannyJabrielle Thu Mar 24, 2011 9:18 pm

Deep crystals would be nice if you could get more than 1 set per character :-X
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