Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Custom Bogeymen  (Read 734 times)

Xangi

  • Bay Watcher
  • ɛkzændʒiː
    • View Profile
Custom Bogeymen
« on: November 14, 2012, 09:18:32 pm »

Has anyone gotten custom bogeymen to actually work? I've churned out 7 and painstakingly (read: quickly) balanced them, but despite having the proper tags and functioning well in the arena, they do not appear.

Here's some code, if you want it to work you'll have to modify it a bit though, it uses some custom tissues and stuff.
Code: [Select]
[CREATURE:BGM_STABBER]
[NAME:bogeyman:bogeymen:NA]
[CASTE_NAME:bogeyman:bogeymen:NA]
[CREATURE_TILE:165][COLOR:0:0:1]
[SUPERNATURAL][OPPOSED_TO_LIFE]
[NO_EAT][NO_DRINK][NO_SLEEP][NO_DIZZINESS][NOT_LIVING]
[CANOPENDOORS][EVIL][NOBREATHE][INTELLIGENT][NOTHOUGHT][NO_THOUGHT_CENTER_FOR_MOVEMENT]
[NIGHT_CREATURE_BOGEYMAN][CLUSTER_NUMBER:3:5][LARGE_PREDATOR][LIKES_FIGHTING][FANCIFUL][AMPHIBIOUS][TRAPAVOID][LARGE_PREDATOR][SPHERE:MISERY][SPHERE:NIGHT][CANOPENDOORS]
[GLOWTILE:248][GLOWCOLOR:4:0:1]
[NATURAL_SKILL:GRASP_STRIKE:8]
[NATURAL_SKILL:MELEE_COMBAT:8]
no dodge skill, too OP
[NATURAL_SKILL:SITUATIONAL_AWARENESS:10]
[NATURAL_SKILL:WRESTLING:8]
[PHYS_ATT_RANGE:STRENGTH:450:1050:1150:1250:1350:1550:2250][PHYS_ATT_RANGE:TOUGHNESS:450:1050:1150:1250:1350:1550:2250][PHYS_ATT_RANGE:ENDURANCE:450:1050:1150:1250:1350:1550:2250][PHYS_ATT_RANGE:RECUPERATION:450:1050:1150:1250:1350:1550:2250][PHYS_ATT_RANGE:DISEASE_RESISTANCE:700:1300:1400:1500:1600:1800:2500][MENT_ATT_RANGE:ANALYTICAL_ABILITY:1250:1500:1750:2000:2500:3000:5000][MENT_ATT_RANGE:FOCUS:1250:1500:1750:2000:2500:3000:5000][MENT_ATT_RANGE:WILLPOWER:1250:1500:1750:2000:2500:3000:5000][MENT_ATT_RANGE:PATIENCE:0:333:666:1000:2333:3666:5000][MENT_ATT_RANGE:MEMORY:1250:1500:1750:2000:2500:3000:5000][MENT_ATT_RANGE:LINGUISTIC_ABILITY:450:1050:1150:1250:1350:1550:2250][MENT_ATT_RANGE:MUSICALITY:0:333:666:1000:2333:3666:5000][MENT_ATT_RANGE:SOCIAL_AWARENESS:700:1300:1400:1500:1600:1800:2500][PERSONALITY:ANXIETY:0:0:0][PERSONALITY:DEPRESSION:0:0:0][PERSONALITY:SELF_CONSCIOUSNESS:0:0:0][PERSONALITY:VULNERABILITY:0:0:0][PERSONALITY:FRIENDLINESS:0:0:0][PERSONALITY:ASSERTIVENESS:100:100:100][PERSONALITY:CHEERFULNESS:0:0:0][PERSONALITY:TRUST:0:0:0][PERSONALITY:ALTRUISM:0:0:0][PERSONALITY:COOPERATION:0:0:0][PERSONALITY:SYMPATHY:0:0:0]
[USE_MATERIAL_TEMPLATE:SLIME:SLIME_TEMPLATE]
[USE_MATERIAL_TEMPLATE:FLESH:MUSCLE_TEMPLATE]
[BODY_DETAIL_PLAN:ORB_TISSUES]
[BODY:ORB_MAIN:ORB_SPIKE_ARMS:ORB_SPIKE_LEG]
[BODY_DETAIL_PLAN:ORB_TISSUE_LAYERS:SHELL:SLIME:HARDBONE:FLESH:SPIKE]
[HAS_NERVES]
[SELECT_TISSUE_LAYER:BY_CATEGORY:SOUL]
[TL_MAJOR_ARTERIES]
[USE_MATERIAL_TEMPLATE:BLOOD:ICHOR_TEMPLATE]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[CREATURE_CLASS:POISON_IMMUNE]
[BODY_SIZE:0:0:65000]
[ATTACK:STAB:BODYPART:BY_CATEGORY:SPIKE]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_FLAG_WITH]
[ATTACK_VERB:stab:stabs]
[ATTACK_CONTACT_PERC:10]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:MAIN]
[ALL_ACTIVE]
[SWIMS_INNATE][SWIM_SPEED:2500]
[HOMEOTHERM:10067]
[CASTE:DEFAULT]
[NO_GENDER]
[DESCRIPTION:A strange being often encountered in evil biomes. It takes the shape of a glowing red orb with two arms ending in large spikes and a single thin leg which slides along the ground.]
[SELECT_MATERIAL:ALL]
[MULTIPLY_VALUE:15]

EDIT: Yes I have set "Number of Bogeyman Types" to 0, setting it to 1 allowed the custom ones to spawn when I just tested it before this edit, testing some more, maybe my results were just a fluke before.
« Last Edit: November 14, 2012, 10:24:10 pm by Xangi »
Logged
A spooky ghost.

Previous mod (34.11):
<<Fear The Night!>>
http://www.bay12forums.com/smf/index.php?topic=103747.0

Xangi

  • Bay Watcher
  • ɛkzændʒiː
    • View Profile
Re: Custom Bogeymen
« Reply #1 on: November 14, 2012, 11:11:44 pm »

Bumping with results.

Frankly, this is slightly disappointing, but whatever. You NEED bogeymen set to at least 1 to have them spawn at all. I even got some extracted raws and threw those bogeymen in to see if I'd just screwed up when I customized my own, and they didn't spawn. Then I set bogeymen to 1 and they spawned just fine.

I'll leave this unlocked for a while to see if anyone has any fixes or whatever, maybe I'm just dumb and missed something.
Logged
A spooky ghost.

Previous mod (34.11):
<<Fear The Night!>>
http://www.bay12forums.com/smf/index.php?topic=103747.0

Robosaur

  • Bay Watcher
  • [POOP:INORGANIC: NUCLEAR_BOMBS]
    • View Profile
Re: Custom Bogeymen
« Reply #2 on: November 15, 2012, 01:17:45 am »

Problem is with the procedural generator. In the same way you can't create custom secrets, the problem is that the game generates a billion bogeymen, and only a small amount, if any, of your bogeyman dude.
Logged
You are a terrible person and the sad truth is deep down you know it.

Xangi

  • Bay Watcher
  • ɛkzændʒiː
    • View Profile
Re: Custom Bogeymen
« Reply #3 on: November 15, 2012, 01:22:56 am »

Problem is with the procedural generator. In the same way you can't create custom secrets, the problem is that the game generates a billion bogeymen, and only a small amount, if any, of your bogeyman dude.
You can create custom secrets, I did, several times. You just disable the procedural ones and then they are the only ones left. With the bogeymen though, it seems like you need at least 1 procedural one for them to appear.
Logged
A spooky ghost.

Previous mod (34.11):
<<Fear The Night!>>
http://www.bay12forums.com/smf/index.php?topic=103747.0

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: Custom Bogeymen
« Reply #4 on: November 15, 2012, 01:26:06 am »

I've made, like, 70 custom secrets. They've all worked.

Robosaur

  • Bay Watcher
  • [POOP:INORGANIC: NUCLEAR_BOMBS]
    • View Profile
Re: Custom Bogeymen
« Reply #5 on: November 15, 2012, 03:20:35 am »

Do you ever get more than 1 of each?

Because this is news to me.
Logged
You are a terrible person and the sad truth is deep down you know it.

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: Custom Bogeymen
« Reply #6 on: November 15, 2012, 10:55:40 am »

I sometimes get 2 or 3 in small worlds.

Xangi

  • Bay Watcher
  • ɛkzændʒiː
    • View Profile
Re: Custom Bogeymen
« Reply #7 on: November 15, 2012, 12:26:32 pm »

Well, I waited for 4 days out in the wilderness with "Number of Bogeyman Types" set to 0, and nothing attacked me besides a few wolves and a very small goblin squad. I'm going to try to allow them to spawn normally (not just at night) and see how that works out.
Logged
A spooky ghost.

Previous mod (34.11):
<<Fear The Night!>>
http://www.bay12forums.com/smf/index.php?topic=103747.0

pisskop

  • Bay Watcher
  • Too old and stubborn to get a new avatar
    • View Profile
Re: Custom Bogeymen
« Reply #8 on: November 15, 2012, 12:36:10 pm »

Hang up, so the 'kinds' of boogeyman represent 1 specific creature that only has at most a few copies of itself hanging around?

Ive only ever come across 4 boogeyman at a time, for w.e. reason. If I keep killing them night after night there will eventually be no more boogeyman?
Logged
Pisskop's Reblancing Mod - A C:DDA Mod to make life a little (lot) more brutal!
drealmerz7 - pk was supreme pick for traitor too I think, and because of how it all is and pk is he is just feeding into the trollfucking so well.
PKs DF Mod!

i2amroy

  • Bay Watcher
  • Cats, ruling the world one dwarf at a time
    • View Profile
Re: Custom Bogeymen
« Reply #9 on: November 15, 2012, 01:44:11 pm »

Ive only ever come across 4 boogeyman at a time, for w.e. reason. If I keep killing them night after night there will eventually be no more boogeyman?
No. Boogeymen have unlimited numbers and will keep coming back night after night.
Logged
Quote from: PTTG
It would be brutally difficult and probably won't work. In other words, it's absolutely dwarven!
Cataclysm: Dark Days Ahead - A fun zombie survival rougelike that I'm dev-ing for.

Xangi

  • Bay Watcher
  • ɛkzændʒiː
    • View Profile
Re: Custom Bogeymen
« Reply #10 on: November 16, 2012, 01:36:39 am »

TO HELL WITH IT!

I'll rework the bogeyman creatures into something else. Topic locked.
Logged
A spooky ghost.

Previous mod (34.11):
<<Fear The Night!>>
http://www.bay12forums.com/smf/index.php?topic=103747.0