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Author Topic: Re: Creating new creatures  (Read 1472 times)

Mustachio

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Re: Creating new creatures
« on: October 12, 2008, 02:37:44 pm »

EDIT(not sure what happened there...)

So i was going to make some lake monsters(it seems like the lakes are far too empty), maybe a giant octopus and the like, and i had a few questions.

1. Do i have to use the preset [BODY] types or can i add as many tentacles as i want?
2. Will the creature have a corpse/bones by default or do i need to create a new item(s)?
3. Will a creature like an octopus(with tentacles) use all of its tentacles or will it attack with one at a time like the Hydra uses only one head at a time?
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Mustachio

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Re: Creating new creatures
« Reply #1 on: October 12, 2008, 02:42:21 pm »

anyway, so i added this to the raws...

[CREATURE:LAKEMONSTER_GIANT_EEL]
   [NAME:giant eel:giant eels:giant eel]
   [TILE:'E'][COLOR:3:0:0]
   [LARGE_PREDATOR]
   [AQUATIC][UNDERSWIM][IMMOBILE_LAND]
   [MEANDERER][NATURAL]
   [ALL_ACTIVE]
   [MODVALUE:25]
   [PREFSTRING:sleek form:swimming prowess:leathery hides]
   [ALL_ACTIVE]
   [POPULATION_NUMBER:1:5]
   [PETVALUE:3000]
   [BODY:BASIC_2PARTBODY:BASIC_HEAD:SIDE_FINS:TAIL:2EYES:HEART:GUTS:ORGANS:NECK:SPINE:BRAIN:MOUTH]
   [ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:GORE][ATTACKFLAG_CANLATCH]
   [ATTACK:SECOND:BYTOKEN:TAIL:slap:slaps:1:4:BLUDGEON][ATTACKFLAG_WITH]
   [SIZE:14]
   [MAXAGE:1200:2000]
   [NO_DRINK]
   [CHILD:10][CHILDNAME:young giant eel:young giant eels][liTTERSIZE:1:5]
   [STANDARD_FLESH]
   [FAT:6]
   [HOMEOTHERM:10067]
   [SWIMS_INNATE][SWIM_SPEED:3000]
   [BIOME:LAKE_TEMPERATE_FRESHWATER]
   [BIOME:LAKE_TROPICAL_FRESHWATER]


and when i generated a new world, exported the map/gen info and checked the populations, i didn't see the new creature in there. Does anyone know if anything is missing?
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D_Malachi

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Re: Creating new creatures
« Reply #2 on: October 12, 2008, 02:55:25 pm »

1. From what I've seen, you'd have to design an eight-tentacle body in the BODY_DEFAULT, since just adding the number of tentacles wouldn't work.
2. They will have bones and whatnot by default. Though, for example, adding [NOBONES] or [NOSKULL] are what would prevent it from having bones or a skull, respectively.
3. No idea. I assume one limb per "round" of combat.

As for your creature... I see nothing out of place. Maybe somebody more experienced will know, though it could just be bad luck.
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Dasleah

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Re: Creating new creatures
« Reply #3 on: October 12, 2008, 03:17:41 pm »

Well, for starters, the PREFSTRING:X tag doesn't work like that. It's one entry per tag - it's PREFSTRING:X PREFSTRING:Y, not PRESTRING:X:Y:Z, so change that. You've also got a POPULATION_NUMBER but no CLUSTER_NUMBER - population is how many of them there are in total, cluster number is how many of them show up on a map (so you'd probably want something like CLUSTER_NUMBER:1:2 or something)

That's all I can see with a quick scan.
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Mustachio

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Re: Creating new creatures
« Reply #4 on: October 12, 2008, 03:19:33 pm »

will do
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Mustachio

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Re: Creating new creatures
« Reply #5 on: October 12, 2008, 06:31:50 pm »

okay, so i finally found that if you make your own file(ex: creatures_custom.txt) the game doesn't seem to want to import wildlife from it. I can't remember where i heard that you should do that, but they were wrong, it seems.
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KaelGotDwarves

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Re: Creating new creatures
« Reply #6 on: October 12, 2008, 07:18:28 pm »

Really? It should work, I've done mods with it.

Just make sure it's all lower case creature_variable.txt and in ANSI, not unicode or anything fancy.

Jay

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Re: Creating new creatures
« Reply #7 on: October 12, 2008, 07:56:10 pm »

okay, so i finally found that if you make your own file(ex: creatures_custom.txt) the game doesn't seem to want to import wildlife from it. I can't remember where i heard that you should do that, but they were wrong, it seems.
It has to be creature_custom.txt, not creatures_custom.txt
And then the first lines in it:
creature_custom

[OBJECT:CREATURE]

[YOUR CREATURES HERE]

I have SEVERAL (at least fifteen) custom files in my raws, so this DOES work.
« Last Edit: October 12, 2008, 07:57:58 pm by jaybud4 »
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i2amroy

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Re: Creating new creatures
« Reply #8 on: October 12, 2008, 10:15:29 pm »

okay, so i finally found that if you make your own file(ex: creatures_custom.txt) the game doesn't seem to want to import wildlife from it. I can't remember where i heard that you should do that, but they were wrong, it seems.
It has to be creature_custom.txt, not creatures_custom.txt
And then the first lines in it:
creature_custom

[OBJECT:CREATURE]

[YOUR CREATURES HERE]

I have SEVERAL (at least fifteen) custom files in my raws, so this DOES work.

Yeah, it works, I currently have over fifty .txt files in my raw folder.
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Cavalcadeofcats

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Re: Creating new creatures
« Reply #9 on: October 13, 2008, 10:09:58 am »

You can name the file whatever you want, as long as it doesn't conflict with an existing file and has its name as the first line of the file. Jaybud's second complaint is valid, but the first is not.
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i2amroy

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Re: Creating new creatures
« Reply #10 on: October 13, 2008, 08:59:06 pm »

You also need to start the file name with creature_, matgloss_, entity_, or item_, or the game doesn't recognize it all of the time.
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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.