Files
HeroesStone_PRC8/_module/utc/gn1_shambler002.utc.json
Jaysyn904 1eefc84201 Initial Commit
Initial Commit.
2025-09-14 15:40:46 -04:00

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JSON

{
"__data_type": "UTC ",
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"value": "Gangster No.1's Shambling Mound\r\n\r\nCredits for the creature model and skin go to Wampot, who's original Shambling Mound v2.0 Hak pack can be downloaded from\r\nhttp://nwvault.ign.com/Files/hakpacks/data/1053411850140.shtml\r\n\r\nSome remarks:\r\nThe Shambling Mound's natural weapon currently uses a On-Hit Cast Spell: Flare Lvl 1 property. Along with the modified x0_s0_flare spell script this allows literally anyone to use the Shambling Mound. The reason I did this is simple:\r\n\r\nWhen I started out with NWN I used to add Hak packs to most modules I played, simply to have all sorts of creatures in them. Then I painted down the creatures directly from the palette. Back then I didn't have the slightest clue about scripting and other stuff. Because of that I wanted other people to have the same easy-to-use possibility. All you have to do - as player - if you want to have the Shambling Mound in a module you play is to open the module, import the Hak, and paint down the Shambling Mound at the location(s) you want to fight it. And using a custom x0_s0_flare spell script allows the Shambling Mound to perform its grab-and-constrict attack even in modules that do NOT support tag-based scripts.\r\n\r\nOf course, as a builder you will most likely hate the way I (ab)used a spell script. So, simply open the x0_s0_flare script, copy the entire code into a new script, and save that script as prefix + GN1_SMS. Then delete the x0_s0_script. Now edit the creature natural weapon \"Shambling Mound Slam\"; replace the property \"On-Hit Cast Spell: Flare Lvl 1\" with \"On-Hit Cast Spell: Unique Power (On-Hit)\". Done."
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"value": {
"0": "Shambling mounds, also called shamblers, appear to be heaps of rotting vegetation. They are actually semi-intelligent, carnivorous plants. "
}
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"value": "x2_def_ondeath"
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"type": "resref",
"value": "x2_def_onconv"
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