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Author Topic: Modding Undead?  (Read 1675 times)

Pathos

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Modding Undead?
« on: November 13, 2007, 03:23:00 pm »

I was just wondering if it was possible to add extra undead in, like ghosts etc.

Mainly for them to haunt ruins.

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Teldin

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Re: Modding Undead?
« Reply #1 on: November 13, 2007, 03:27:00 pm »

quote:
Originally posted by Pathos:
<STRONG>I was just wondering if it was possible to add extra undead in, like ghosts etc.

Mainly for them to haunt ruins.</STRONG>


I believe all the undead are just hardcoded versions of the standard creatures. There are no "zombie cod" in the raws, for example, it just takes a standard cod and zombifies it in the code.

What you -could- do is make your own completely new undead creature types and set them as [EVIL] and an appropriate biome, like [BIOME_NOT_FREEZING] would put them everywhere but freezing/glacier maps. All the tags and tokens are there for you to make your own undead, so there's no reason you couldn't except that your undead won't be generated based on the original (ie. if you make a "ghost" creature you won't see any "ghost cod" or "ghost elephants", just "ghost" as its own distinct creature type).

Also on evil maps you might even see "skeletal ghosts" so I'm not sure if there's a token to make sure your creature doesn't get auto-undeadified itself.

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Zurai

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Re: Modding Undead?
« Reply #2 on: November 13, 2007, 03:47:00 pm »

quote:
Originally posted by Teldin:
<STRONG>Also on evil maps you might even see "skeletal ghosts" so I'm not sure if there's a token to make sure your creature doesn't get auto-undeadified itself.</STRONG>

I believe but cannot confirm that [NOBONES] creatures cannot be skeletons and [NOMEAT] creatures cannot be zombies.

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Lightning4

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Re: Modding Undead?
« Reply #3 on: November 13, 2007, 03:48:00 pm »

Possibly [NOBONES]? I don't recall if any creatures without bones can make skeletal versions.

Of course, you'll probably still get zombie ghosts. Which is still awesome in it's own right, I guess.

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Metal Chao

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Re: Modding Undead?
« Reply #4 on: November 13, 2007, 04:00:00 pm »

NOBONES and NOMEAT also presumably mean it won't drop anything on death.
I don't want to eat ghost meat.

Also though ghostmeat sandwiches actually sound pretty good.

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Asehujiko

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Re: Modding Undead?
« Reply #5 on: November 13, 2007, 04:17:00 pm »

Skeletons can live without a spine so i wouldn't bet on that working.
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Code: [Select]
Tremble, mortal, and despair! Doom has come to this world!
.....EEEE..E..E.E...EEE.EE.EE.EEE.EE..EE.EE.E.EE.EE.E.EE.
......E..EE.EE.EE.EE..E...EEEE..E..E.E...EEE.EEE...E.EEE.
.☺..EE.E...E.EE.EE...E.EE..E..EE.EE.EE.EE..E...EE.EE..E.E
.....E..E.E.E.E.E.EE.E.E.EE.E...E.EE.EE...E.EE.EE.EEE...E
....E.EE.EEE.EE..EE.EE.E..EEEE..E..E.E...EEE.EEE..E.E..EE

Mr.Person

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Re: Modding Undead?
« Reply #6 on: November 13, 2007, 07:00:00 pm »

I have yet to see skeletal trolls or harpies or beak dogs or anything else evil.
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JT

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Re: Modding Undead?
« Reply #7 on: November 13, 2007, 08:42:00 pm »

Zombie/skeletal creatures are probably restricted to [NEUTRAL] and [BENIGN] creatures only.  There are no zombie unicorns, either, to my knowledge.  So an [EVIL][NOBONES][NOMEAT] ghost would probably work just fine.

Might want to throw in [NOSMELLYROT] and [SMALL_REMAINS].

[ November 13, 2007: Message edited by: JT ]

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Earthquake Damage

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Re: Modding Undead?
« Reply #8 on: November 13, 2007, 10:14:00 pm »

Instead of SMALL_REMAINS you can copy the remains line (all three tokens) from treants in creature_standard and rename it from "pulp" to "ectoplasm".   :D
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Fenrir

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Re: Modding Undead?
« Reply #9 on: November 13, 2007, 10:18:00 pm »

I can understand that you could defeat a skeleton or zombie by simply breaking off enough pieces to incapacitate them, but how would you rid yourself of a ghost? They're already dead and possess no corporeal form to dismember.
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subject name here

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Re: Modding Undead?
« Reply #10 on: November 13, 2007, 10:36:00 pm »

With a proton gun and ghost traps of course.

Fieari

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Re: Modding Undead?
« Reply #11 on: November 13, 2007, 11:04:00 pm »

You could set a ghost's damblock so high that only high quality adamantine weapons wielded by legendary warriors have a chance at scratching one... maybe not even then.

And then make them do no damage (or almost none).  Their sole purpose would be interrupting your dwarves, who would obviously be scared shitless of the things.  That sounds balanced to me, and about how ghosts should work.

Poltergeist would be item thieves to boot.

[ November 13, 2007: Message edited by: Fieari ]

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Zurai

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Re: Modding Undead?
« Reply #12 on: November 13, 2007, 11:10:00 pm »

quote:
Originally posted by Fieari:
<STRONG>You could set a ghost's damblock so high that only high quality adamantine weapons wielded by legendary warriors have a chance at scratching one... maybe not even then.

And then make them do no damage (or almost none).  Their sole purpose would be interrupting your dwarves, who would obviously be scared shitless of the things.  That sounds balanced to me, and about how ghosts should work.

Poltergeist would be item thieves to boot.</STRONG>


This is brilliant. I may add this myself, even though I rarely play on evil maps, just for sheer awesomeness value.

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Fieari

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Re: Modding Undead?
« Reply #13 on: November 14, 2007, 12:21:00 am »

I haven't tested these at all, but here's a start.  Particularly, I'm wondering about the "ATTACK" tags.  Basically, I want it to say "The ghost wafts through you" and "The ghost's insubstantiability has no effect on you!"  As well as, on rare occasion, "The ghost projects itself into you" and "The ghost's projection has no effect on you!"  Did I get it right in the tag?

I made them "Large Predator"s just so that they'll seek after dwarves and adventurers.  They should never run away, after all, if they are to be a sufficient pest.

code:
[CREATURE:GHOST]
   [NAME:ghost:ghosts:ghostly]
   [TILE:'G'][COLOR:7:0:1][LIGHT_GEN:1]
   [GENPOWER:5]
   [CAN_SPEAK]
   [BIOME_ALL][EVIL]
   [RECKLESS][LARGE_PREDATOR]
   [LOOSE_CLUSTERS]
   [TRAPAVOID][CANOPENDOORS][LOCKPICKER]
   [SIZE:7]
   [PREFSTRING:haunting moans]
   [PREFSTRING:transluscent body]
   [PREFSTRING:pale complexion]
   [BODY:HUMANOID_FLIER][FLIER]
   [ATTACK:MAIN:BYTYPE:GRASP:insubstantiability:wafts through:0:0:BURN]
   [ATTACK:SECOND:BYTYPE:MOUTH:projection:projects itself into:0:0:BURN][ATTACKFLAG_CANLATCH]
   [DAMBLOCK:10000]
   [NOT_BUTCHERABLE]
   [NO_DRINK][NO_EAT][NO_SLEEP]
   [NOBREATHE][NOEXERT][NOFEAR][NOTHOUGHT][NOPAIN][NOSTUN]
   [NOBLEED][NOBONES][NOMEAT][NONAUSEA][NOSKIN][NOSKULL][NOSTUCKINS]
   [PARALYZEIMMUNE][FIREIMMUNE_SUPER][WEBIMMUNE][STOUT]
   [NOCTURNAL][CREPUSCULAR][EXTRAVISION]
   [SWIMS_INNATE][SWIM_SPEED:2000]
   [SPEED:2000]
   [FIXED_TEMP:10000]
   [LAYERING:25]

[CREATURE:POLTERGEIST]
   [NAME:poltergeist:poltergeists:haunted]
   [TILE:'G'][COLOR:7:0:1][LIGHT_GEN:1]
   [GENPOWER:5]
   [CAN_SPEAK]
   [BIOME_ALL][EVIL]
   [RECKLESS][LARGE_PREDATOR]
   [LOOSE_CLUSTERS]
   [TRAPAVOID][CANOPENDOORS][LOCKPICKER]
   [MISCHIEVIOUS][CURIOUSBEAST_ITEM]
   [SIZE:7]
   [PREFSTRING:mischievious ways]
   [PREFSTRING:mysterious nature]
   [BODY:HUMANOID_FLIER][FLIER]
   [ATTACK:MAIN:BYTYPE:GRASP:insubstantiability:wafts through:0:0:BURN]
   [ATTACK:SECOND:BYTYPE:MOUTH:projection:projects itself into:0:0:BURN][ATTACKFLAG_CANLATCH]
   [DAMBLOCK:10000]
   [NOT_BUTCHERABLE]
   [NO_DRINK][NO_EAT][NO_SLEEP]
   [NOBREATHE][NOEXERT][NOFEAR][NOTHOUGHT][NOPAIN][NOSTUN]
   [NOBLEED][NOBONES][NOMEAT][NONAUSEA][NOSKIN][NOSKULL][NOSTUCKINS]
   [PARALYZEIMMUNE][FIREIMMUNE_SUPER][WEBIMMUNE][STOUT]
   [NOCTURNAL][CREPUSCULAR][EXTRAVISION]
   [SWIMS_INNATE][SWIM_SPEED:2000]
   [SPEED:2000]
   [FIXED_TEMP:10000]
   [LAYERING:25]


[ November 14, 2007: Message edited by: Fieari ]

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Sean Mirrsen

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Re: Modding Undead?
« Reply #14 on: November 14, 2007, 04:09:00 am »

I don't think wrestling requires attack damage. A ghost should still be beatable, because it'll just strangle everyone to death.
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