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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[[Category:Modding]] |
Revision as of 16:37, 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.
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.