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NWN CREATURES

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Title  Green Slime
Author  Filas
Submitted / Updated  09-21-2002 / 09-22-2002
Category  Ooze
Class1  Other / 02
Challenge Rating  15
Level1  02
AC  6
NPC  Yes
Attacks  special (read description)
HD / HP  2
Damage  special (read description)
Scripts Included?  Yes
Dialog Included?  No
Type  2
Abilities  special (read description)
Size  Large
Alignment  Neutral
Description
This is actualy not a new model but simply an idea, how to simulate a Green Slime. It's made of a zero-human (invisible except the foot) and an Acid-Fog-Effect. The Creature is only damagable by fire and cold, destroys your armor after 6 rounds and turns you into (well, a cow - sorry, until now I don't know how to polymorph into special creatures!) Take this as an idea. You can change the two scripts easily and make a more perfect model or maybe another ooze.

Files

NameTypeSizeDownloads
Filas21greenslime.erfFilas21greenslime.erf
Submitted: 09-21-2002 / Last Updated: 09-21-2002
erf11.12Kb2061
--
SCORE OUT OF 10
4
1 votes
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Comments (7):

Posted by Old_Scores_Transfered at 2004-02-20 10:33:03    Voted 4.00 on 02/20/04
This is a compilation of the old system into a single score. There were 2 that made this score of 4.00 then rounded to 4.

Posted by LordEzzat ( ..xxx.xxx ) at 2003-06-29 22:30:00    
i as a dm loved this creature but its scripts are a little screwd as it transport people from other areas and takes there armor and changes them onto a cow....had lots of complaints but everyone loves the idea...let me knwo when and if your gonna get it fixed...as i have no scripting fixing abilities...and maybe use the gelatinus cube for a model and color it green... just my thought...

Posted by Aulslime ( ..xxx.xxx ) at 2002-12-01 21:18:00    
Please post a notice here once you have updated.

Posted by Filas ( ..xxx.xxx ) at 2002-09-23 15:51:00    
Thanks for your comments. I didn't think about the effects
being applied when you are out of reach. (I just have
tested it, fighting the creature). I know the reason for
the bug and I'm working on a solution. The idea of spawning
a new greenslime is much better then my polymorph effect,
so I will change this too. Thanks and a little patience, I
will update the file.

Posted by wbaldwin ( ..xxx.xxx ) at 2002-09-23 12:42:00    
The area effect on destroying armor is bugged. I set the
range lower but it still keeps doing it. I was halfway
accross the dungeon and it destroyed my armor.
In addition I set the perception down to .1 and the range
but it was still firing off way to soon. The door to the
room would be closed you would walk past on the the outside
and it would know you were there and you would see a green
cload in a room with the door closed. Obviously not a good
thing.

In addition the polymorph character I dont think is a good
idea. What I would do is respawn a new slime after the
character dies hence the character is turned to slime.
Otherwise if your a slime you would just turn the whole
dungeon to a slime when you move around ruining the module.

Posted by Valas ( ..xxx.xxx ) at 2002-09-23 09:18:00    
Great idea. I tried implementing it into a mod I'm working
on, however, I noticed a bug. The armor destroying and
polymorphing seems to function as an area effect. I placed
the green slime midway down the dungeon, but toward the
begining of the dungeon, your armor gets destroyed and you
have not even seen the green slime yet. Wait another 20 or
30 secons and boom, your a walking cow. Still, you have not
encountered the greenslime.

Valas

Posted by tharn ( ..xxx.xxx ) at 2002-09-23 06:44:00    
That's a -really- clever idea. Obviously it's not perfect
(you'd need a new model for it to be so) but it's a great
idea for a close-enough simulation that doesn't require any
downloading. Well done!


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