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Author Topic: Necromancer race in the new Tavern update  (Read 1293 times)

Myokoto

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Necromancer race in the new Tavern update
« on: December 01, 2015, 04:48:36 pm »

Please could somebody give me the exact instructions and stuff to paste to create a race of human necromancers that I can play as in Adventure mode, so I can start off as a necromancer?
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BlackFlyme

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Re: Necromancer race in the new Tavern update
« Reply #1 on: December 01, 2015, 05:27:13 pm »

This is fairly bare-bones, since I made it rather quickly, but it should work.

This goes in your creature_standard file in the raw/objects folder:
Spoiler (click to show/hide)

This goes in your entity file:
Spoiler (click to show/hide)

And finally, this goes in your interaction file:
Spoiler (click to show/hide)

These zombies are a fair bit weaker than normal ones, however. This is a custom interaction I've made for my own use. These guys will be weak to silver, and move half as fast as their living counterparts. They still have a lot going for them though.

Oh, and take this interaction as well:
Spoiler (click to show/hide)

Use it on yourself. It should prevent undead from attacking you, by making you stop aging and no longer considered mortal. Undead tend to oppose life.

If you have any issues, let me know.
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Myokoto

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Re: Necromancer race in the new Tavern update
« Reply #2 on: December 01, 2015, 05:33:40 pm »

Which interaction file, and where do I use the entity file for the world I want them to be in?
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BlackFlyme

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Re: Necromancer race in the new Tavern update
« Reply #3 on: December 01, 2015, 05:35:52 pm »

There's only one interaction file in the raws, not counting the example files. You want the file interaction_standard.

The entity file is automatically read when a world is generated. Though as is, only your adventurers will exist. It does not place any necromancers at the start of the world.
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Myokoto

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Re: Necromancer race in the new Tavern update
« Reply #4 on: December 01, 2015, 05:41:53 pm »

Sorry, I worded it wrong. Where do I find the entity file?
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BlackFlyme

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Re: Necromancer race in the new Tavern update
« Reply #5 on: December 01, 2015, 05:44:01 pm »

In the raw/objects folder, named entity_default.
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Myokoto

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Re: Necromancer race in the new Tavern update
« Reply #6 on: December 01, 2015, 05:47:52 pm »

Okay, thank you!
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Nahere

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Re: Necromancer race in the new Tavern update
« Reply #7 on: December 01, 2015, 06:33:55 pm »

I've been reading through file changes.txt, and you should know that [INDIV_CONTROLLABLE] is no longer a tag. On the other hand, humans have the new [OUTSIDER_CONTROLLABLE] tag in their creature file, so it should still work. In fact, you shouldn't even need to bother with the entity stuff.
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Myokoto

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Re: Necromancer race in the new Tavern update
« Reply #8 on: December 01, 2015, 06:36:06 pm »

I want it to count as a separate race from humans, so they can't do it too.
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Nahere

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Re: Necromancer race in the new Tavern update
« Reply #9 on: December 01, 2015, 07:31:12 pm »

Yeah, but if you're using the raws BlackFlyme posted, that includes [COPY_TAGS_FROM:HUMAN], so your necromancers will have [OUTSIDER_CONTROLLABLE] too.
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Myokoto

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Re: Necromancer race in the new Tavern update
« Reply #10 on: December 02, 2015, 03:38:30 pm »

How do I remove the weaker zombies thing? They can't kill an unconscious cheese maker with 4 of them whaling on him.
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BlackFlyme

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Re: Necromancer race in the new Tavern update
« Reply #11 on: December 02, 2015, 04:54:51 pm »

Spoiler (click to show/hide)

Replace the interaction I gave you with this one. It should be like unmodded zombies, since I pulled it from the interaction file.
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