Creating a Monster: Difference between revisions
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Created page with "Note: This tutorial will mostly teach you how to link things together so they work. For more information on how to create each asset, click the question mark at the asset window header for up to date information about what each asset field does, and what the asset is used for. Before we begin, note that there are two types of characters: Player and Player Template. The Player asset is used for a fixed character with fixed stats, whereas the Player Template will be rando..." |
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# Click Player Template in the left menu and click New. Set a unique label such as sex_bot. This is used in linking things together. IMPORTANT: DO NOT CHANGE ANY LABELS AFTER SETTING THEM, AS THAT MAY CAUSE BROKEN LINKS. In this example I'll make a bot labeled sex_bot. | # Click Player Template in the left menu and click New. Set a unique label such as sex_bot. This is used in linking things together. IMPORTANT: DO NOT CHANGE ANY LABELS AFTER SETTING THEM, AS THAT MAY CAUSE BROKEN LINKS. In this example I'll make a bot labeled sex_bot. | ||
# Fill out the rest of the fields, use the question mark in the header for more info about each field. Ignore the required actions field unless you want the monster to ALWAYS have those abilities. We'll add random abilities later. | # Fill out the rest of the fields, use the question mark in the header for more info about each field. Ignore the required actions field unless you want the monster to ALWAYS have those abilities. We'll add random abilities later. | ||
# If your monster isn't a humanoid, consider creating a species condition. Go to Conditions and create a new Condition. I'll label mine "targetSpecies_sexRobot", set type to "species" and value to "sex robot" which is also what I set the Player Template species to. Note that if you're making non-humanoid monsters, you'll probably want to be unique with the species. Like if I describe the robot as "a small robot with tank treads", I'll probably want to set the species to "tank bot" since it's easier to distinguish from other robots. | |||
# The condition will be helpful in part 3, where you'll add texts to the bot's actions. | |||
== 2. Create a Custom Class (optional) == | == 2. Create a Custom Class (optional) == | ||
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# To link an action to the Player Template (also explained in the Action tutorial), create a new Player Action, give it a descriptive label, check "Player templates only", select the action you created (or an existing action), and then in conditions pick "targetClass_sexRobot_vibrator" that you created in part 2. | # To link an action to the Player Template (also explained in the Action tutorial), create a new Player Action, give it a descriptive label, check "Player templates only", select the action you created (or an existing action), and then in conditions pick "targetClass_sexRobot_vibrator" that you created in part 2. | ||
== 4. == | == 4. Create an Encounter == | ||
# Go to the Encounter listing and create a new encounter. Give it a unique label, such as "robots". An encounter can contain multiple different Player Templates to pick from. I usually go with a theme like "beach" or "forest". You can use a Player Template in multiple encounters. | |||
# Remember to set a respawn time in in game seconds if you want your encounter to be able to respawn. I usually go with something like 100000 which is something like 28h in game. | |||
# In player templates, add the player template you created. | |||
# You can now attach the encounter to a dungeon cell. Check out [[Creating a Dungeon]] if you don't know how to make a dungeon. | |||
== 5. Optional: Create texts for standard attacks == | |||
# If you've created something entirely new, you may want to consider adding some texts to the default actions labeled: "stdAttack", "stdArouse", "stdShock". The guide [[Creating an Action]] shows how to create texts for an action. | |||
[[Category:Modding]] |
Latest revision as of 16:56, 15 September 2023
Note: This tutorial will mostly teach you how to link things together so they work. For more information on how to create each asset, click the question mark at the asset window header for up to date information about what each asset field does, and what the asset is used for.
Before we begin, note that there are two types of characters: Player and Player Template. The Player asset is used for a fixed character with fixed stats, whereas the Player Template will be randomly generated within limits that you define. A Player asset is mainly used for bosses and friendly NPCs, whereas Player Template assets are mostly used for random encounters. In this tutorial we'll only go over how to make a random encounter using player templates.
1. Create a Player Template
- Click Player Template in the left menu and click New. Set a unique label such as sex_bot. This is used in linking things together. IMPORTANT: DO NOT CHANGE ANY LABELS AFTER SETTING THEM, AS THAT MAY CAUSE BROKEN LINKS. In this example I'll make a bot labeled sex_bot.
- Fill out the rest of the fields, use the question mark in the header for more info about each field. Ignore the required actions field unless you want the monster to ALWAYS have those abilities. We'll add random abilities later.
- If your monster isn't a humanoid, consider creating a species condition. Go to Conditions and create a new Condition. I'll label mine "targetSpecies_sexRobot", set type to "species" and value to "sex robot" which is also what I set the Player Template species to. Note that if you're making non-humanoid monsters, you'll probably want to be unique with the species. Like if I describe the robot as "a small robot with tank treads", I'll probably want to set the species to "tank bot" since it's easier to distinguish from other robots.
- The condition will be helpful in part 3, where you'll add texts to the bot's actions.
2. Create a Custom Class (optional)
- Classes can be used to give the same Player Template different stats and abilities. For an instance, a cock goblin may have a brawler and a tentaclemancer variant, where the brawler has higher physical stats and the tentaclemancer more corruption stats. And they can also have different abilities.
- Go into the Player Class asset listing and create new. Give it a label and fill out the rest of the fields.
- For my sex bot, I'll set the label to sexBot_vibrator and name as Vibrator. Name type as Suffix. This adds it to the name. So if my generated bot called "Sex Robot" gets the class Vibrator, its name becomes "Sex Robot Vibrator". And then in the description I put "Has a long vibrator arm." which gets appended to the Player Template's description.
- I'll also give the class -2 svPhysical (physical avoidance) and +2 bonCorruption (corruption proficiency).
- Go into conditions and add a new condition. I'll label mine "targetClass_sexRobot_vibrator", set the type to PlayerClass and the class to "sexBot_vibrator". This will be used later to link actions to the class.
3. Create an Action
- Follow the guide in Creating an Action.
- To link an action to the Player Template (also explained in the Action tutorial), create a new Player Action, give it a descriptive label, check "Player templates only", select the action you created (or an existing action), and then in conditions pick "targetClass_sexRobot_vibrator" that you created in part 2.
4. Create an Encounter
- Go to the Encounter listing and create a new encounter. Give it a unique label, such as "robots". An encounter can contain multiple different Player Templates to pick from. I usually go with a theme like "beach" or "forest". You can use a Player Template in multiple encounters.
- Remember to set a respawn time in in game seconds if you want your encounter to be able to respawn. I usually go with something like 100000 which is something like 28h in game.
- In player templates, add the player template you created.
- You can now attach the encounter to a dungeon cell. Check out Creating a Dungeon if you don't know how to make a dungeon.
5. Optional: Create texts for standard attacks
- If you've created something entirely new, you may want to consider adding some texts to the default actions labeled: "stdAttack", "stdArouse", "stdShock". The guide Creating an Action shows how to create texts for an action.