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Thread: creaturen stärke in den karten

  
  1. #1

    Default creaturen stärke in den karten

    hi.

    I would like to know what to vornhmen all in the cards for changes to the creatures of a level.

    exampel for:

    SET_CREATURE_HEALTH (KNIGHT, 6000)
    SET_CREATURE_ARMOUR (KNIGHT, 230)
    SET_CREATURE_STRENGTH (KNIGHT, 235)

    I habs tried with:
    luck

    SET_CREATURE_LUCK (KNIGHT, 95)

    can not. So what is still possible besides these 3?

    It is possible for a level creatures, an additional capacity to give. or arrow more damage?

    thx for answer

  2. #2
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    Default Re: creaturen stärke in den karten

    hi.

    I would like to know what to vornhmen all in the cards for changes to the creatures of a level.

    exampel for:

    SET_CREATURE_HEALTH (KNIGHT, 6000)
    SET_CREATURE_ARMOUR (KNIGHT, 230)
    SET_CREATURE_STRENGTH (KNIGHT, 235)

    I habs tried with:
    luck

    SET_CREATURE_LUCK (KNIGHT, 95)

    can not. So what is still possible besides these 3?
    The only other 2 things you can change are the maximum level of each Creature in that level (player independent) and the fear. I have an example here about the maximum level.

    Code:
    REM ***** Do not allow human player Hell   *****
    REM ***** Hounds to go higher than level 5 *****
    
    SET_CREATURE_MAX_LEVEL(PLAYER0,HELL_HOUND,5)
    About fear, it follows the typical lines.

    Code:
    SET_CREATURE_FEAR(SPIDER,190)
    It is possible for a level creatures, an additional capacity to give. or arrow more damage?
    Do you mean by the first question to give the Creature in question an aditonal ability or something? About your second question, depending if you're talking about original DK or KeeperFX; the former can be changed in the creature.txt and the latter in the magic.cfg.


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  3. #3
    Dark God DragonsLover's Avatar
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    Default Re: creaturen stärke in den karten

    You can't alter Luck, Defence and Dexterity of a creature. You can only alter the Health, Fear, Maximum level, Strength and Armour with these commands :

    SET_CREATURE_MAX_LEVEL(​[player],​[creature],​[max experience])
    SET_CREATURE_STRENGTH(​[creature],​[a])
    SET_CREATURE_HEALTH(​[creature],​[a])
    SET_CREATURE_ARMOUR(​[creature],​[a])
    SET_CREATURE_FEAR(​[creature],​[a])

    I guess it would be a nice idea to allow Luck, Dexterity and Defence modifications with new script commands in KeeperFX.
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  4. #4
    Elite Dragon Mothrayas's Avatar
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    Default Re: Was noch mehr so geht

    Quote Originally Posted by dragonfist View Post
    About giving creatures spells, this I do myself a lot in levels I make, but it's just a tick.
    Because you can give spells to PLAYER_GOOD, by assigning him as computer player, give him some money, and you can let the heroes cast spells over all white creatures/"heroes"(just thieves!). Available than, are the spells that can be operated by the Computer Players, often referred to as AI. By switching these spells on and off, you can create the effect of spells being used by the Hero Creatures, that are not found in their profile or abilities.

    Code is:
    Code:
    COMPUTER_PLAYER(PLAYER_GOOD,1)
    START_MONEY(PLAYER_GOOD,9999999)
    What kind of computer player you prefer, you will have to test it. 0 and 1 seem to work, others I have not tried. Not all spells are available. From these I know they become available;
    Code:
    MAGIC_AVAILABLE(PLAYER_GOOD,POWER_LIGHTNING,1,1)
    MAGIC_AVAILABLE(PLAYER_GOOD,POWER_DISEASE,1,1)
    MAGIC_AVAILABLE(PLAYER_GOOD,POWER_CALL_TO_ARMS,1,1)
    MAGIC_AVAILABLE(PLAYER_GOOD,POWER_SIGHT,1,1)
    BE CAREFUL, YOU WILL MESS UP YOUR MAP, IF YOU USE THEM IN THE WRONG WAY
    For instance, the CALL_TO_ARMS does not switch off, and can give a white siren for over an hour. You must use IF commands, that are connected to things that happen in the Dungeon. You can switch the spells on and off, within 2 IF commands, as an example:
    Code:
    IF(PLAYER0, GAME_TURN > 1500)
    MAGIC_AVAILABLE(PLAYER_GOOD,POWER_CALL_TO_ARMS,1,1)
    ENDIF
    
    IF(PLAYER0, GAME_TURN > 12500)
    MAGIC_AVAILABLE(PLAYER_GOOD,POWER_CALL_TO_ARMS,1,0)
    ENDIF
    Maybe I should not learn you this, because it can mess up a level real bad. You should playtest it, before publishing. But with this trick, you can give all creatures the speed spell, and that is making the Avatar, the Knight, and others, very powerful. An extra spell. Disease spell is however only working on White tiles, and a Player_Good Keeper can not claim area, can not build anything, and so forth. But if you use the ALL_PLAYERS command, the spells given to the Dungeon keepers, will also be assigned to PLAYER_GOOD, and if PLAYER_GOOD has a White Dungeon Heart, it can produce imps, and these very fast digging imps will dig everything they find, more than ten times as fast as any tunneler.
    That's the wrong kind of spells you're talking about. They're talking about CREATURE spells, not Keeper spells. How to add spells to keepers should be fairly basic info for anyone who writes DK1 map scripts.
    Last edited by Mothrayas; October 23rd, 2010 at 20:43.

    Originally Posted by ARMofORION

    Ew. Skarok is here

    The Awakening

    Keeper Animus of Faircoast
    Skios the Brutal Arachnid Warrior
    Realm: Faircoast Cavern
    Level: 5
    Gold: 0
    Voro the Warlock Vampire
    Realm: Northland Iceland
    Level: 4
    Gold: 563
    Ouroboros & Ragnarok, the Bipolar Hellhound
    Realm: Faircoast Cavern
    Level: 2
    Gold: 0
    Krua the Icy Arachnid Witch
    Realm: Faircoast Cavern
    Level: 6
    Gold: 0
    Thela the Psycho Mistress
    Realm: Northland Iceland
    Level: 2
    Gold: 0
    Grey the Trick Archer
    Realm: Northland Iceland
    Level: 1
    Gold: 0

  5. #5

    Default Re: Was noch mehr so geht

    Quote Originally Posted by Mothrayas View Post
    That's the wrong kind of spells you're talking about. They're talking about CREATURE spells, not Keeper spells. How to add spells to keepers should be fairly basic info for anyone who writes DK1 map scripts.
    Okay.
    Please delete that message than also, because you have quoted all the post.
    Including the typo's.
    Thank you.

  6. #6

    Default Re: Was noch mehr so geht

    This command

    ADD_CREATURE_TO_LEVEL (player1, SPIDER, -1,1,10,3000)

    would actually make sure that the keeper with a level 10 spider starts but it does not work

  7. #7

    Default Re: Was noch mehr so geht

    Quote Originally Posted by Endrix View Post
    This command

    ADD_CREATURE_TO_LEVEL (player1, SPIDER, -1,1,10,3000)

    would actually make sure that the keeper with a level 10 spider starts but it does not work
    What that says is that a single Level 10 Spider with 3000 gold under the command of the Blue Keeper will appear at Hero Gate One

    Is that what you want? If you want it to appear under the command of Red Keeper and to appear at Red Keeper's Dungeon Heart, then we do this:

    ADD_CREATURE_TO_LEVEL (PLAYER0,SPIDER,PLAYER0,1,10,3000)

    I'm not really sure what you want as I didn't pay too much attention to the thread itself to be honest, but I'm not sure if you want the Keeper to be Blue and if you know that he's appearing at a Hero Gate instead.
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  8. #8

    Default Re: Was noch mehr so geht

    i have in a map this

    SET_CREATURE_HEALTH(AVATAR,8000)
    SET_CREATURE_ARMOUR(AVATAR,230)
    SET_CREATURE_STRENGTH(AVATAR,235)

    when he come he died

    is 8000 health to high???

    in a other mod 7500 was ok???
    Last edited by Endrix; October 31st, 2010 at 13:12.

  9. #9
    Elite Dragon Mothrayas's Avatar
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    Default Re: Was noch mehr so geht

    Quote Originally Posted by Endrix View Post
    i have in a map this

    SET_CREATURE_HEALTH(AVATAR,8000)
    SET_CREATURE_ARMOUR(AVATAR,230)
    SET_CREATURE_STRENGTH(AVATAR,235)

    when he come he died

    is 8000 health to high???

    in a other mod 7500 was ok???
    Yes, 8000 health is too high. I assume DK1 uses a signed 16-bit number for health, making the max health 32767. If it overloads, it goes negative and thus the creature dies instantly.
    A level 10 Avatar with base 8000 health has 33200 health, which is more than 32767, so it overloads. The max base health a creature can have without overloading is 7895, so use that or something lower instead.

    Originally Posted by ARMofORION

    Ew. Skarok is here

    The Awakening

    Keeper Animus of Faircoast
    Skios the Brutal Arachnid Warrior
    Realm: Faircoast Cavern
    Level: 5
    Gold: 0
    Voro the Warlock Vampire
    Realm: Northland Iceland
    Level: 4
    Gold: 563
    Ouroboros & Ragnarok, the Bipolar Hellhound
    Realm: Faircoast Cavern
    Level: 2
    Gold: 0
    Krua the Icy Arachnid Witch
    Realm: Faircoast Cavern
    Level: 6
    Gold: 0
    Thela the Psycho Mistress
    Realm: Northland Iceland
    Level: 2
    Gold: 0
    Grey the Trick Archer
    Realm: Northland Iceland
    Level: 1
    Gold: 0

  10. #10

    Default Re: creaturen stärke in den karten

    what is max. armour in max. strength? i test it but it was different. some times 235, 231, 255,

    when i 999 it was 55 i think. very silly

    can change the max.??

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