| View previous topic :: View next topic |
| Author |
Message |
Freelance Bezerker zombie
Joined: 16 Jun 2006 Posts: 69
|
Posted: Thu Jul 06, 2006 9:19 am Post subject: Making named baddies spawn |
|
|
Hello all,
I've been fooling around with the code lately, doing very simple things like increasing the spawn rate.
I tried the following last night, and can't figure out why it crashes the game. I take a snippet of code from the first dungeon, such as:
Square, Random;
{
Character = kobold;
Times = 2;
}
and change it to
Square, Random;
{
Character = goblin;
Times = 2;
}
which seems to work fine. But then when I try something like
Square, Random;
{
Character = Guugzamesh (or any other named baddie);
Times = 2;
}
I get an error saying the game has crashed due to a "terminator."
I'm just trying to get certain named baddies to spawn on certain levels cause I'm tired of waiting around for them to show up. |
|
| Back to top |
|
 |
dalboz goblin prince

Joined: 23 Jul 2005 Posts: 490 Location: in front of the computer screen
|
Posted: Thu Jul 06, 2006 1:57 pm Post subject: |
|
|
you need to change the code for the named baddies as well.
Or else... the Terminator will terminate you! it dosen't matter how many times you delete it... IT'll BE BACK!
heh, just joking. _________________ "Think like a madman" |
|
| Back to top |
|
 |
Freelance Berzerker orc general

Joined: 28 Jun 2006 Posts: 805 Location: In Valhalla, currently posing as "Engels"
|
Posted: Fri Jul 07, 2006 2:30 am Post subject: |
|
|
Dalboz,
Thanks for the tip. But could you be more specific about how I should change the code for the named baddies? Other than erasing their definition as "unique?"
Also, it is possible to code Lobs-se in the current version? |
|
| Back to top |
|
 |
dalboz goblin prince

Joined: 23 Jul 2005 Posts: 490 Location: in front of the computer screen
|
Posted: Fri Jul 07, 2006 3:17 pm Post subject: |
|
|
find the line
IsUnique = true;
for Guuz
and change it to
IsUnique = false; _________________ "Think like a madman" |
|
| Back to top |
|
 |
Z wolf

Joined: 19 Jan 2005 Posts: 336
|
Posted: Fri Jul 07, 2006 6:17 pm Post subject: |
|
|
You should look into the char.dat file, and see the monster class name and configuration name for the given monster. Then write "classname(CONFIGNAME)" instead of kobold.
For example, Guugzamesh is from goblin class and he has Config KING, so you write goblin(KING). _________________ 3D mode, screenshots and my other IVAN stuff |
|
| Back to top |
|
 |
dalboz goblin prince

Joined: 23 Jul 2005 Posts: 490 Location: in front of the computer screen
|
Posted: Sat Jul 08, 2006 1:11 pm Post subject: |
|
|
I wonder what mine does... : _________________ "Think like a madman" |
|
| Back to top |
|
 |
SquashMonster blink dog

Joined: 05 Feb 2005 Posts: 297 Location: The spot right next to the spot where I am.
|
Posted: Sat Jul 08, 2006 4:03 pm Post subject: |
|
|
IsUnique only effects when characters spawn naturally. You can make a unique baddie spawn as many times as you want by the manual placement method you've been fiddling with, but the random spawner that most enemies are created with will only do each unique once.
So the reason it wasn't working wasn't IsUnique, and Z's right: named enemies aren't known by their names in the dat files, but rather by classname(CONFIGNAME). _________________ "Im angered that everyone is following my trend of quoting people. I should make that punishable" ~ unknown_entity |
|
| Back to top |
|
 |
Freelance Bezerker zombie
Joined: 16 Jun 2006 Posts: 69
|
Posted: Mon Jul 10, 2006 11:58 pm Post subject: |
|
|
Thanks, guys. I got it solved and now have Xinrochs popping up regularly on the first level. Naturally my beginning characters get slaughtered all the time by this skele-warlord, so I'm gonna move him further down. I'm thinking about creating a "zoo" level where each of the named baddies is bricked in. The character will be able to break them out at his leisure and kill them.
I've toyed with the idea of using named baddies as shopkeepers for additional shops I'd like to add to the mix. Don't know if this will work. |
|
| Back to top |
|
 |
dalboz goblin prince

Joined: 23 Jul 2005 Posts: 490 Location: in front of the computer screen
|
Posted: Tue Jul 11, 2006 2:21 pm Post subject: |
|
|
Sherarax the shopkeeper says:
"what a fine corpse of Sherarax the mistress queen" _________________ "Think like a madman" |
|
| Back to top |
|
 |
chaostrom skeleton warrior
Joined: 02 Mar 2006 Posts: 411
|
Posted: Wed Jul 12, 2006 10:22 am Post subject: |
|
|
| Quote: |
| I'm thinking about creating a "zoo" level where each of the named baddies is bricked in. The character will be able to break them out at his leisure and kill them. |
This reminds me of Atomic's mansion level. Wasn't there going to be a zoo in it somewhere?
| Quote: |
| I've toyed with the idea of using named baddies as shopkeepers for additional shops I'd like to add to the mix. Don't know if this will work. |
I like that A secret level with nothing but shops, each owned by a named baddie. Instead of a slave to buy, Ron's shop will have a kobold to buy, Raxy's shop a mistress, and Izzy's shop can have a dark mage, etc etc  |
|
| Back to top |
|
 |
dalboz goblin prince

Joined: 23 Jul 2005 Posts: 490 Location: in front of the computer screen
|
Posted: Wed Jul 12, 2006 10:55 am Post subject: |
|
|
| Quote: |
| Instead of a slave to buy, Ron's shop will have a kobold to buy, Raxy's shop a mistress, and Izzy's shop can have a dark mage, etc etc |
nice idea! _________________ "Think like a madman" |
|
| Back to top |
|
 |
Freelance Bezerker zombie
Joined: 16 Jun 2006 Posts: 69
|
Posted: Thu Jul 13, 2006 11:25 am Post subject: |
|
|
| How about everyone whose modded a level post the code to this thread, and the rest of us can have fun trying it out? |
|
| Back to top |
|
 |
blob elder dark mage

Joined: 28 Mar 2005 Posts: 999 Location: Idling in AFK-land
|
Posted: Thu Jul 13, 2006 5:07 pm Post subject: |
|
|
| No one has modded a level yet. Squashy tried but i dont think he ever finished something playable. |
|
| Back to top |
|
 |
Freelance Bezerker zombie
Joined: 16 Jun 2006 Posts: 69
|
Posted: Fri Jul 14, 2006 3:37 am Post subject: |
|
|
What about atomic's mansion? Is the code for that available? Right now I'm having fun killing armies of Guugamesh's. I turning Spider silk golems and Ischadirth back to unique cuz' they're such a pain to take down.
I'm gonna' see later if I can add Lobs-se back to the mix. |
|
| Back to top |
|
 |
chaostrom skeleton warrior
Joined: 02 Mar 2006 Posts: 411
|
Posted: Fri Jul 14, 2006 10:26 am Post subject: |
|
|
Oh no, Atomic's mansion level was just an idea of his.
***Coming soon, 2050*** |
|
| Back to top |
|
 |
|