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Author Topic: Question to modders (about new race/creature)  (Read 1576 times)

Deon

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Question to modders (about new race/creature)
« on: February 18, 2008, 02:10:00 pm »

Can anyone "pro" at modding give me a few advices: what is the best way do add new creatures?

I can search for some tags (btw is there a thread about tags? I'd like to know as much as I can about them). But the main question - how to add the whole creature in the game.

Sometimes people just add creatures to existing files and sometimes they create their own txt files and place creatures there. Same for races (custom entities files).
How do I include the info from non-standard txt raw files? Does the game search its "raw/objects" catalogue for all txt or should I type a path somewhere?

If you have a time, I'd like to see a "clean" example of creating new txt files 1) with a new creature, 2) with a new civ.
I don't like when modding overwrites vanilla files, I prefer the modular way.

Thank you in advance.

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Wiles

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Re: Question to modders (about new race/creature)
« Reply #1 on: February 18, 2008, 02:29:00 pm »

Best place to find tags are on the wiki http://dwarf.lendemaindeveille.com/index.php/Main_Page

Search for creature tokens, entity tokens, biome tokens etc...

The best way to learn is to look at the existing creatures, and other mods, to see how they work.

As for txt files, all you need to do it put the filename at the top (without the extension), and put the corresponding token for the type of thing you're adding.

For example, if you wanted to add a custom entity, your text file could start like this

code:
entity_custom

[OBJECT:ENTITY]


[ February 18, 2008: Message edited by: Wiles ]

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Squeegy

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Re: Question to modders (about new race/creature)
« Reply #2 on: February 18, 2008, 02:42:00 pm »

The best way is to look at the wiki and try to mod an existing creature.
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Deon

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Re: Question to modders (about new race/creature)
« Reply #3 on: February 18, 2008, 03:07:00 pm »

Thank you, I've got it about wiki  :).
I already modded my GCS to be semimegabeast and have 25% instead of 50% paralyzing attack =). I just want to ask is it ok to add all new stuff in new txt files but do not write any paths to your txt files in other vanilla files for the game to see my new ones.
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Squeegy

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Re: Question to modders (about new race/creature)
« Reply #4 on: February 18, 2008, 03:12:00 pm »

quote:
Originally posted by Deon:
<STRONG>I just want to ask is it ok to add all new stuff in new txt files but do not write any paths to your txt files in other vanilla files for the game to see my new ones.</STRONG>

What?

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Re: Question to modders (about new race/creature)
« Reply #5 on: February 18, 2008, 03:32:00 pm »

You don't need to reference to your txt files in other files, except maybe in the entity file where you have to choose a creature for the entity. The game doesn't really care what the txt is named, as long as you've got the right heading in it.
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Sean Mirrsen

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Re: Question to modders (about new race/creature)
« Reply #6 on: February 18, 2008, 03:46:00 pm »

For all files in the raw\objects folder, the game follows naming conventions.

All files beginning with "creature_" hold creatures. "entity_" holds entities.
For it to actually work, it's usually best to copy the file you need modified, then rename it to what you need like "creature_mymod.txt", change the first line in the file to correspond to the filename, then delete all entries after the definition line ("[OBJECT:ITEM]" or the like) and add your own.

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Deon

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Re: Question to modders (about new race/creature)
« Reply #7 on: February 18, 2008, 05:09:00 pm »

Ok, I've thanks for the info.
Now I'm trying to make a new adv.-playable evil race (as long as encountered on map).

Does the 'evil' tag enough for all human/dwarf/others try to kill you, while gobbos and such will love you?

Also  is it a way to change good/evil to something more complicate? Like a special entity for each civ to make special diplomatic relations?
Ex.:
humans <ally> elves
humans <ally> orcs
humans <war> goblins
humans <war> kobolds
orcs <ally> goblins
goblins <ally> kobolds
kobolds <ally> elves
elves <war> orcs
elves <war> goblins
goblins <war> humans
?
Just an example

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Hague

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Re: Question to modders (about new race/creature)
« Reply #8 on: February 18, 2008, 06:17:00 pm »

No, currently there are 3 "sides": ENEMY, FRIENDLY, and NUISANCE. They all fight non-aligned entities. I imagine eventually there will be an [ALLY:<entity>], [ENEMY:<entity>] and [NEUTRAL:<entity>]
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