Killer Anti-Magic Zones v1.0 by Axe Murderer
This erf adds three scripts and a trigger to your module. The trigger is available on your custom trigger palette in the Special Custom 1 category after installation. Paint them down to prevent creatures from being able to use spells while standing inside the trigger zone. This includes the use of potions, items, etc. Anything that gets spell hooked will be blocked. It does not block item properties like enhancements to attack or damage or bonus feats and stuff like that, they will remain active -- its only the spells that get blocked. Each trigger can be separately configured, via a variable set on the trigger, to affect both PCs and NPCs, or just PCs only. By default only PCs are affected. Note NPCs encompasses a PC's associates (hench, summon, companion, familiar, follower, etc).
Note also that "spell blockage" does not mean the caster is prevented from casting the spell, using the item, drinking the potion, etc. Rather, it means is that the magic always fails to fire off. No projectile. No impact. No effects or damage. The caster will still go thru the casting or drinking or reading etc motions, and will lose one of his per/day uses or item charges or the potion or scroll, it will just be wasted and inneffective.
The triggers are compatible with all modules that do not use a spellhooking script, as well as with all modules that do use one -- except those that dynamically change the spellhook script variable X2_S_UD_SPELLSCRIPT on the fly during play. If you do that you'll have to tweak my scripts. Modules that do use a spellhooking script are expected to set up this spellhooking variable during the OnModuleLoad event, in the toolset by directly editing the module variables, or at the very least some time prior to any creature entering any anti-magic zone trigger and setting off its OnEnter event. And then you're expected to never attempt to change it again. Failing to ensure this can cause your spellhook to be permanently disabled when a creature enters or exits an anti-magic trigger zone. Basically if you do the standard common recommended spellhook setup procedure done in the toolset module variables or in code from OnModuleLoad, then you're safe.
Testing of this package was minimal, but it seemed to worked ok in single player mode.
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= CRITICALLY IMPORTANT NOTE: =
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Never ever don't do it change the TAG of an anti-magic trigger you paint down from its default "Anti_Magic_Zone", or else you'll disable that trigger from being able to detect when somebody is standing inside it even though a whole bunch of code will still run. It will also prevent all the other triggers from determining the same thing and that could potentially cause the spellhook to not unhitch itself thereby causing more processor load than it should be using when not needed. This will basically make the trigger behave as if it isn't there at all except some extra unnecessary code will run, that isn't insignificant in scope tho it does depend on how frequently the triggers are being used in the module and how populated the areas are among other factors.
These triggers are meant to be paint-and-play. You shouldn't need to do anything to them property wise after painting them down except maybe to change that "PC_Only" variable if you want it to affect NPCs too.
Requirements
KAMZ v1.0 requires the original game only (no expansion paks SOU, HOTU, although it works fine with any combination of them), however you must be updated to v1.69 or later. KAMZ is completely independent of all hak paks that do not employ dynamically designating a spellhook script, which is probably 99.99999% of haks you can find if not all of them. Therefore it is seamlessly compatible with virtually every hak pak combination possible.
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See micro-review here.
TR