USES: tk_spikehorror custom creature under Aberration sh_dirtpatch custom placeable undr Special -> custom 1 sh_burrow_perc script sh_detect_phb script death_place script -> for the placeable On perception of a PC, the Spike Horror will appear to burrow into the ground (this object is actually is destroyed). Its hitpoints and level are passed to the Dirt Patch (the name shows up as Spike Horror) that appears in its place. The patch runs a 6 second psuedo heartbeat that will attack a PC with a spike trap. 1. The radius of detection is equal to the Spike Horror's level + 3 metres, capped at 20m. 2. The damage done is d6 * half the level 3. The Dirt Patch has its hp set to the calling objects hp. 4. Placeable OnDeath needs a script that assigns XP (none included here.) To use with other creatures just use sh_burrow_perc as their OnPerception script. Remember, the Placeable would need its name changed to the calling creature's name.
Posted by Selric ( 68.148.xxx.xxx ) at 2005-03-15 23:32:00
reminds me of the lurker from starcraft
Posted by Gomi(san) ( 203.87.xxx.xxx ) at 2004-11-09 16:40:00
An idea I just thought of...
Instead of the spike attacks happening every six seconds (1/round), the delay between attacks could be mathematically calculated from the creature's CR or level.
That way, a high level Spike Horror could have more attacks per round. Other attributes such as the range could also be calculated on the fly giving some variation to the critters.
1) Edit the OnDeath script of the specified custom placeable so that it doesn't execute script pwfxp but gives the relevant amount of experience.
2) Place the custom creature whereever you want it.
Thats it.
Posted by Gomisan at 2004-11-07 22:26:26 Voted 10.00 on 11/07/04
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