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NWN HAKPAKS

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Title  JellyPack
Author  Demigog
Submitted / Updated  03-09-2003 / 03-09-2003
Category  Creatures
Expansions  NWN - 1.29 or lower
Description
Here are a black pudding , grey ooze , and 3 different colored ochre jelly's i made.

Files

NameTypeSizeDownloads
JellyPack.zipJellyPack.zip
Submitted: 03-09-2003 / Last Updated: 03-09-2003
zip150.27Kb1083
--
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Comments (9):

Posted by Faust VIII ( 200.102.xxx.xxx ) at 2004-04-25 08:06:00    
i used fatgato splitting script but i got a
"ERROR: VARIABLE DEFINED WITHOUT TYPE"...someone could help me with a nice splitting script? one that works fine with NVW 1.29 ?

Posted by DOA at 2004-02-20 10:35:58    Voted 10.00 on 02/20/04
Overall: 10   Usefulness: 10   Value for Size 10   Ease of Use 10   Quality Control 8   

Posted by fatgato ( ..xxx.xxx ) at 2003-10-20 23:59:00    
Here is a script to make the Ooze split if electric or slashing damage happens to it.

//:://////////////////////////////////////////////////
//:: NW_C2_DEFAULT6
//:: Default OnDamaged handler
/*
If already fighting then ignore, else determine
combat round
*/
//:://////////////////////////////////////////////////
//:: Copyright (c) 2002 Floodgate Entertainment
//:: Created By: Naomi Novik
//:: Created On: 12/22/2002
//:://////////////////////////////////////////////////
/* Modified by Seth for oozes.
*
*
*
*/

#include "nw_i0_generic"
void checkSplit()
{
int nEDmg = GetDamageDealtByType(DAMAGE_TYPE_ELECTRICAL);
int nSDmg = GetDamageDealtByType(DAMAGE_TYPE_SLASHING);
if(nSDmg > 0 || nEDmg > 0){
DelayCommand(0.75,ApplyEffectAtLocation(DURATION_TYPE_INSTANT,EffectVisualEffect
(VFX_IMP_LIGHTNING_S),GetLocation(OBJECT_SELF)));
DelayCommand(1.25,ApplyEffectAtLocation(DURATION_TYPE_INSTANT,EffectVisualEffect
(VFX_IMP_BREACH),GetLocation(OBJECT_SELF)));
object oNew = CreateObject(OBJECT_TYPE_CREATURE, GetResRef(OBJECT_SELF),GetLocation(OBJECT_SELF));
DelayCommand(0.75,ApplyEffectAtLocation(DURATION_TYPE_INSTANT,EffectVisualEffect
(VFX_IMP_LIGHTNING_S),GetLocation(oNew)));
DelayCommand(1.25,ApplyEffectAtLocation(DURATION_TYPE_INSTANT,EffectVisualEffect
(VFX_IMP_BREACH),GetLocation(oNew)));
}
}

void main()
{
if(GetFleeToExit()) {
// We're supposed to run away, do nothing
} else if (GetSpawnInCondition(NW_FLAG_SET_WARNINGS)) {
// don't do anything?
} else {
object oDamager = GetLastDamager();
checkSplit();
if (!GetIsObjectValid(oDamager)) {
// don't do anything, we don't have a valid damager
} else if (!GetIsFighting(OBJECT_SELF)) {
// If we're not fighting, determine combat round
if(GetBehaviorState(NW_FLAG_BEHAVIOR_SPECIAL)) {
DetermineSpecialBehavior(oDamager);
} else {
if(!GetObjectSeen(oDamager)
&& GetArea(OBJECT_SELF) == GetArea(oDamager)) {
// We don't see our attacker, go find them
ActionMoveToLocation(GetLocation(oDamager), TRUE);
ActionDoCommand(DetermineCombatRound());
} else {
DetermineCombatRound();
}
}
} else {
// We are fighting already -- consider switching if we've been
// attacked by a more powerful enemy
object oTarget = GetAttackTarget();
if (!GetIsObjectValid(oTarget))
oTarget = GetAttemptedAttackTarget();
if (!GetIsObjectValid(oTarget))
oTarget = GetAttemptedSpellTarget();
// If our target isn't valid
// or our damager has just dealt us 25% or more
// of our hp in damager
// or our damager is more than 2HD more powerful than our target
// switch to attack the damager.
if (!GetIsObjectValid(oTarget)
|| (
oTarget != oDamager
&& (
GetTotalDamageDealt() > (GetMaxHitPoints(OBJECT_SELF) / 4)
|| (GetHitDice(oDamager) - 2) > GetHitDice(oTarget)
)
)
)
{
// Switch targets
DetermineCombatRound(oDamager);
}
}
}
// Send the user-defined event signal
if(GetSpawnInCondition(NW_FLAG_DAMAGED_EVENT))
{
SignalEvent(OBJECT_SELF, EventUserDefined(EVENT_DAMAGED));
}
}

Posted by Spurn ( ..xxx.xxx ) at 2003-08-29 22:26:00    
I fixed these myself actually, the shimmy was way off. I am going to upload 2 monster packs I am using for a game eventually. That and the gelatinous cube I fixed a bit.
We need more pudding!

Posted by ReshSum ( ..xxx.xxx ) at 2003-06-02 22:13:00    
These are great! Perfect for my module of freaks and horrors, bwahaha. I was wondering if it was possible to make a script so that they're only killable by blunt weapons? I'd think it awesome that a 20th level fighter with double longswords get cut down by 30 slimes that used to be one. Muhaha!

Posted by Lost Dragon ( ..xxx.xxx ) at 2003-03-27 22:21:00    
Yah, I hope they work soon too..

Posted by Redcap036 ( ..xxx.xxx ) at 2003-03-24 07:14:00    
Wow! to much water in the jelly mix, these guy's shimmy and shake like an earthquake's going on. or there just really nervose about the tenth level fighter with the extra big bladed sword standing in frount of him. i think you need to tone down the dangly mesh a bit. beyond this one problem these creatures are a major bonus to the community, thank's for making them and the others as well. hopr you get these guys working soon.

Posted by Daemon Blackrazor ( ..xxx.xxx ) at 2003-03-18 20:48:00    
Hey Demigog, have you tried these models "in-game"? My jellies are acting-up, in fact the black pudding becomes very, ahem, arroused...if you know what I mean...how about an update?

Posted by Elynor ( ..xxx.xxx ) at 2003-03-13 16:34:00    
And the monster simply comes out as you intendedly created
it? ok

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