Gnoll damage resistance

Discussion in 'General Modification' started by Livonya, Feb 23, 2005.

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  1. Livonya

    Livonya Established Member

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    Okay, I figured out how to "fix" gnolls getting damage resistance.

    I have one question though.

    Do all the Gnolls (beside the Leader) have damage resistance or only the Gnolls in the Moathouse?

    The Gnolls in the Moathouse dungeon are really, really, really weird. They don't have heartbeats and there are some other oddities about them as well.

    I figured out how to remove their damage resistance, but I am not sure if there are also Gnolls that have no damage resistance.

    The fix doesn't work so well if only some of the Gnolls have damage resistance, but it works great if they all do.

    Any help on this?

    Livonya
     
  2. Kalshane

    Kalshane Local Rules Geek

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    IME, all gnolls except gnoll leaders have DR of 5/bludgeoning, not just the ones in the moathouse.
     
  3. Gaear

    Gaear Bastard Maestro Administrator

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    Yeah, I'm pretty sure it's all gnolls. Interesting you should have a soloution, Livonya. Co8 could never crack this one, and I believe they thought it was hard-coded.
     
  4. Livonya

    Livonya Established Member

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    yes, I can fix it but it isn't pretty.

    As it turns out not all gnolls have damage resistance. Only 2 of the 5 different kinds of gnolls have damage resistance. The room with the Gnoll Leader has all 5 types in the room.

    At one point I thought it was an easy fix. I simply added Bludgoning Resistance -5... thinking that +5 + -5 = 0

    It didn't work of course, but it sure did look like it would for a few minutes.

    For some reason (and I believe this has to do with the .mob file) many of the proto lines that refer to the Gnolls simply are not being read. So I can add or subtract damage resistance from 3 types of gnolls, but the other 2 won't budge. There is probably a bug of some sort in the .mob files, but who knows.

    The only way to fix it is to simply replace them all with a new bunch of gnolls. This works but you lose the walking action that one of the gnolls does. I simply don't know how to make him walk way points.

    If I understood faction better then I could just replace the ones with damage resistance, but I am not perfectly clear how faction works and when adding new monsters to a location that contains old monsters they will fight with each other unless they are all replaced.

    So I can fix it but you lose the animation. The plus side is that the gnolls now act more as a group. It is now a lot harder to pick one off at a time, though with some effort you can still do it.

    This fix is only for this particular room. I have to find the other gnolls and see if I can fix them too. Most likely I can.

    This was a long excercise to fix, but I did learn a lot about how mobs work, which will be useful later as I work on randomizing a creatures AI.

    Let me know if you like this fix and I will post the needed files.

    Livonya
     
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