Creatures Scripts
NWN Script: random_hps.htm
| Author | Sticky: Post Working Scripts Here |
| Spike- | Posted: Saturday, 06 July 04:01PM |
| 1. Random Hitpoints for Creatures 2. What it does: Rolls up Random hitpoint totals for your creatures, then applies them. 3. Notes: This should be used OnEnter the area/module (it can be adapted to other places). There are of course some issues with this script -- Since Bioware did not include anyway to actually Set the Max hitpoints for a creature (doh!), I had to use Damage effects for creatures that have less than default hitpoints (so they can 'heal' above their new 'Max' unfortunately), and temporary hitpoints (applied permanently though) for #s above default. If someone knows a better way, please fix this up and repost. I just commented out a few debug lines, feel free to uncomment the PrintString lines to see a little more of what is happening (in the log file). I also ignored PCs entering, and "Playable" races, because these are the most likely to be NPCs (though a better way might be to check for any 'classes' instead) Also while doing this, I noticed that the DM Client doesn't show current hitpoints above Max, so even though the Chooser might say 4/4 Hps for an Orc, that Orc might actually have 5 or 8 hitpoints.
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All Creatures Scripts
📄 apply_spell_effect
📄 aurak_draconian
📄 baaz_draconian
📄 boss_spawner
📄 change_light_spawn_pt_on_death
📄 clone_mob
📄 collect_loot
📄 create_unique_objectIDs
📄 creature_proc
📄 explode_ondeath
📄 explode_ondeath_002
📄 explode_ondeath_003
📄 exploding_chickens
📄 fire_death
📄 inverse_mob
📄 iron_statue
📄 lich
📄 lootable_corpse
📄 lootable_corpse_002
📄 lootable_corpse_002a
📄 lootable_corpse_oo2
📄 mob_respawn
📄 mob_respawn_002
📄 multi_creature_spawn
📄 night_time
📄 random_death_effect
📄 random_drops
📄 random_drops_002
📄 random_drops_003
📄 random_enc_onrest
📄 random_hps
📄 sivac_draconian
📄 spawn
📄 spawn_on_hearbeat
📄 summon_last_hostile
📄 summon_mob
📄 trolls
📄 trolls_002
📄 vampire_coffin
📄 werewolf