NPC making howto

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Shoob
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Re: NPC making howto

#61 Post by Shoob »

darkgod wrote:Yes make a directory for it just like objects.
Additions will be automatic for numbers (they do not work in yoru RFT though)
do they work in rft 7?

does rft 7 have all the npc's up here? (my version is only slightly more that what is up here, haven't put up ants yet, but they are on my machine.)
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darkgod
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Re: NPC making howto

#62 Post by darkgod »

Yup should work in RFT7.

And no I did not import your recent monsters yet.
I plan for RFT8 to be the test for new monsters/dungeons/places, I preferd RFT7 to be focused on melee
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Shoob
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Re: NPC making howto

#63 Post by Shoob »

ok.. just confirming this:

- damage type can be defined in rft7

if not I will put up 2 sections of code.

and again: could BLACK be defined as {0,0,0} on your version... so the next rft can have black monsters... I know I could just say color={0,0,0} but I would rather be consistent and use the predefined colors.

ohh... and could we have variable colors (several things wanted)
- colors that change per turn
- colors chosen on monster creation (not definition) (want to make monster hues vary slightly from the set standard, giving them a uniqueness, though not enough of a variation to make them confused with other monsters. (eg black would never be shown as white but only vary about +5 or 10 at most on the rgb scale) (this is not necessary, just would be fun, after all not every animal/person looks exactly alike :D)
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darkgod
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Re: NPC making howto

#64 Post by darkgod »

- damage type can be defined in rft7
??

color changing per turn is part of a bigger "animation" framework, planned but not yet at all :)
color choosen at birth is already possible if you define your color manualy:
color_r=resolvers.rngrange(200, 220), color_g=0, color_b=0,
That will always be red but not always exactly the same.
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Shoob
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Re: NPC making howto

#65 Post by Shoob »

hmmm... i noticed when I did something like that, my monsters of that type were always black... (did 0-255 though)

oh, but i did color={red,blue, green} maybe that is why...
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darkgod
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Re: NPC making howto

#66 Post by darkgod »

Yes :)

For the next npc types, try to make them with those places in mind:
- the maze (thieves, adventurers, ... ?)
- the sandworm lair

For humanoid npcs do not hesitate to give them real normal talents and equipment :)
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Shoob
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Re: NPC making howto

#67 Post by Shoob »

ok... 'nother question for when you wake up... (or whenever).

do combat_armor and combat_defense matter if I am giving them equipment? I presume not.


and also in going through the talents I noticed that last stand, when it deactivates removes stun immunity and knockback immunity though it doesnt look like it provides them. (even if it should, you should check to see if they have another source of the immunity and not delete them right away.)
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darkgod
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Re: NPC making howto

#68 Post by darkgod »

"combat_def" :)

And no they are not ignored. Just as combat_atk, combat_dam, .. are not either.
Only "combat" is ignored.
I should maybe have called combat something else like "melee" probably :)

Thanks for the notice on Last Stand although it did not do anything wrong since there was a if anyway :)
(And the way temporary values work it would have given an error, not removed a value taht was not previously added temporarily, it is quite smart :) )
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Shoob
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Re: NPC making howto

#69 Post by Shoob »

what if you had shield wall (lvl 5) on activated last stand and then deactivated last stand? ;)

...just saying.
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darkgod
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Re: NPC making howto

#70 Post by darkgod »

It's per talent so no problem either :)
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Shoob
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Re: NPC making howto

#71 Post by Shoob »

so what other monsters would you like to see in the next rft?

spiders? mages? mosses (would these be put in the plant.lua)? mimics (could put them in and give them shape changing later)?

and I need to work on egos too.
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darkgod
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Re: NPC making howto

#72 Post by darkgod »

Probably for next next RFT as there should be RFT8 this night or maybe tomorrow :)

Spiders sound good, mages too (and spellcasting "monsters").
Undeads too please, I'll need them soon for Tol Falas: vampires, ghouls, drujs and so on. (Vampires are the most important)

Mimics would be nice but I'm still thinking how to do them real good and nasty ;>
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Shoob
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Re: NPC making howto

#73 Post by Shoob »

make them able to mimic terrain as well as objects maybe?

hehehe, just had an image of an adventurer walking over a pool of mimic... errr lava :P

hey this stuff isnt hot.... ewwww..... aaaaahhhh its attacking me :D
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darkgod
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Re: NPC making howto

#74 Post by darkgod »

Yes :)

Or make mimics transparent until attacked with no tooltip, could work too :)
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Shoob
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Re: NPC making howto

#75 Post by Shoob »

new damage type requested for when you get back...

undeath or vampiric (you get to pick one, right now I am using undeath, but I can switch)

I will let you guess why I want that ;)

I cant decide what weapons to give vampires, so I am not giving them any. in T2 vampires were lvl 27 at least, what should be their min level here? I am getting rid of the Oriental vampire and adding in at least a lesser vampire.

my thoughts on vampires.

they are more melee oriented greater undead, they still cast spells (phantasm and arcane, anything else?), with lesser ones casting less frequently and with less power. greater ones can summon lesser ones occasionally too. They are either immune or highly resistant to cold, immune to poison (or should be, but I dont think that that is necessary, immune to confusion, weak to light (does that really do anything in t4 so far) and fire (do I need to set resistances to all types of fire back?).

Liches will be more magic using greater undead (monastic liches an exception). they will be smart casters, staying out of melee range if possible ;) (but you need to implement that first, so until then they will be stupid... (well I need to write them first))

I am not sure if the damage to health back should be 100% as they will be too hard to kill this way (for melee) unless you do stun, then hack then run (and repeat)...

really what would be nice would be to have the undead=1 flag make it declare resistances depending on what value it is... (ie undead=1 is a high resist to cold, low to moderate resist to ice, high resist to poison (if), weak to fire... undead=2 is immunity to cold, moderate resist to ice, immune to poison (if), immune to confusion, weak to fire)

note: (if) means that if resist/immunity to poison does not affect nature resistance that this would be applied, otherwise... hmmmm. undead=1 is just a normal undead, undead=2 is a greater undead. (again, this is if you like it until then I am using undead=1)
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