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Ornk Canister (SPOILERS)[G5]


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Go to gf5itemschars.txt. You will find something like this.

 

Code:
begindefinecreature 40;// pc created Ornk// base for all Ornk imports	import = 9;	cr_name = "Ornk";	cr_graphic_template = 19;	cr_max_health = 18;	cr_regen_rate = 2;	cr_walk_speed = 18;	cr_base_level = 1;	cr_creature_type = 1;	cr_default_attitude = 3;	cr_default_script = "ornk";	cr_start_item 0 = 245;	cr_start_item_chance 0 = 75;	cr_start_item 1 = 245;	cr_start_item_chance 1 = 75;	cr_start_item 2 = 245;	cr_start_item_chance 2 = 75;	cr_default_courage = 40;		cr_abil_num 0 = 1; // bite attack	cr_abil_level 0 = 4;	cr_abil_step_of_launch 0 = 3;	cr_abil_anim_in_reverse 0 = 1;	cr_abil_casting_sound 0 = 12;

To up its speed, change this line.

 

cr_walk_speed = 18;

 

And maybe bump 18 up to around 30.

 

cr_max_health = 18;

cr_regen_rate = 2;

 

Messing with these two lines will help decide how much health your ornk has, and how fast it regenerates it after it gets hurt.

 

cr_abil_level 0 = 4

Upping the 4 to something else will make the attack more powerful.

 

If you put these lines after the Ornks original attack

Code:
	        cr_abil_num 1 = 197; 	cr_abil_level 1 = 8;		cr_abil_num 2 = 198; 	cr_abil_level 2 = 8;	cr_abil_step_of_launch 2 = 3;	cr_abil_anim_in_reverse 2 = 1;	cr_abil_casting_sound 2 = 157;

, your ornk now should be able to attack with the unbound death rays.

 

Adding in this line should also give your ornk the shock trall attack (Stun Rock)

 

cr_abil_num 1 = 22; // stun rock

 

If you decide to use those things, and up your ornks stats, then maybe the script would look something like this.

 

Code:
begindefinecreature 40;// pc created Ornk// base for all Ornk imports	import = 9;	cr_name = "Ornk";	cr_graphic_template = 19;	cr_max_health = 75;	cr_regen_rate = 10;	cr_walk_speed = 30;	cr_base_level = 12;	cr_creature_type = 1;	cr_default_attitude = 3;	cr_default_script = "ornk";	cr_start_item 0 = 245;	cr_start_item_chance 0 = 75;	cr_start_item 1 = 245;	cr_start_item_chance 1 = 75;	cr_start_item 2 = 245;	cr_start_item_chance 2 = 75;	cr_default_courage = 40;		cr_abil_num 0 = 1; // bite attack	cr_abil_level 0 = 20;	cr_abil_step_of_launch 0 = 3;	cr_abil_anim_in_reverse 0 = 1;	cr_abil_casting_sound 0 = 12;	cr_abil_num 1 = 22; // stun rock	cr_abil_level 1 = 15;        cr_abil_num 2 = 197; 	cr_abil_level 2 = 15;		cr_abil_num 3 = 198; 	cr_abil_level 3 = 15;	cr_abil_step_of_launch 3 = 3;	cr_abil_anim_in_reverse 3 = 1;	cr_abil_casting_sound 3 = 157;

 

Someone try testing this out and see how it works. Also, if you have already shaped some ornks, then absorb them. If you change the scripts, then the changes will only show up in a newly made creature.

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