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Thread: Editing KeeperFX Creatures .txt

  
  1. #1
    Imp Tyrant Cenobite's Avatar
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    Gamertag: Tyrant Cenobyte PSN ID: Tyrant-Cenobyte

    Default Editing KeeperFX Creatures .txt

    Hey guys.

    I think I've run into something buggy.

    Whenever I try to add/change creature spells, most notably the Warlocks, they don't appear in the game. I am writing the correct names for them, but they show up as blank. I've toyed with a few other creatures .txt and it's working.

    Here is the code below which is not implementing in game:

    ; KeeperFX Creature Model Configuration file
    ; file version 0.30, by Mefistotelis and DragonsLover

    [attributes]
    ; Name is the creature identifier which should be used in level script
    Name = SORCEROR
    NameTextID = 263
    Health = 1350
    HealRequirment = 250
    HealThreshold = 255
    Strength = 90
    Armour = 80
    Dexterity = 100
    Fear = 1
    Defence = 100
    Luck = 60
    Recovery = 6
    HungerRate = 8000
    HungerFill = 3
    LairSize = 1
    HurtByLava = 0
    BaseSpeed = 32
    GoldHold = 400
    ; Creature image size - XY and YZ
    Size = 200 512
    AttackPreference = RANGED
    Pay = 120
    HeroVsKeeperCost = 0
    SlapsToKill = 17
    CreatureLoyalty = 0
    LoyaltyLevel = 0
    DamageToBoulder = 60
    ; Creature thing size - XY and YZ; one cube is 256x256
    ThingSize = 256 512
    Properties = BLEEDS HUMANOID_SKELETON EVIL

    [attraction]
    ; Rooms required to attract the creature from entrance, and number of slabs which is needed (max 3 rooms)
    EntranceRoom = RESEARCH NULL NULL
    RoomSlabsRequired = 9 0 0
    EntranceForce = 0
    ScavengeRequirement = 22000
    TortureTime = 750

    [annoyance]
    EatFood = -1000
    WillNotDoJob = 200
    InHand = 0
    NoLair = 4
    NoHatchery = 1
    WokenUp = 250
    StandingOnDeadEnemy = -12
    Sulking = 3
    NoSalary = 2500
    Slapped = 750
    StandingOnDeadFriend = 75
    InTorture = 8
    InTemple = -70
    Sleeping = -4
    GotWage = -750
    WinBattle = -450
    ; Game turns required without training and the annoyance level
    Untrained = 12000 25
    OthersLeaving = 10
    ; Annoyance caused by performing stressful jobs
    JobStress = 100
    Queue = 4
    LairEnemy = VAMPIRE
    AnnoyLevel = 4000
    AngerJobs = PERSUADE

    [senses]
    Hearing = 10
    EyeHeight = 512
    FieldOfView = 1024
    EyeEffect = NULL
    MaxAngleChange = 16

    [appearance]
    WalkingAnimSpeed = 32
    VisualRange = 18
    PossessSwipeIndex = 1
    NaturalDeathKind = NORMAL

    [experience]
    ; Creature powers (spells), and the creature level at which they're given (max 10 spells).
    Powers = FREEZE FIREBALL DRAIN HEAL FIRE_BOMB REBOUND NAVIGATING_MISSILE LIGHTNING WIND WORD_OF_POWER
    PowersLevelRequired = 1 2 3 4 5 6 7 8 9 10

    ; Training values required to reach higher creature levels
    LevelsTrainValues = 1000 3500 5000 6500 8500 10500 13000 16000 20000
    ;Growing beyond max level - training cost, new creature type and its level
    GrowUp = 0 NULL 0
    ; Gaining experience from sleeping - slab required near lair and amount of experience
    SleepExperince = GOLD 200
    ExperienceForHitting = 12

    [jobs]
    PrimaryJobs = RESEARCH
    SecondaryJobs =
    NotDoJobs = MANUFACTURE
    StressfulJobs = KINKY_TORTURE
    TrainingValue = 2
    TrainingCost = 30
    ScavengeValue = 5
    ScavengerCost = 25
    ResearchValue = 4
    ManufactureValue = 1
    PartnerTraining = 0

    [sprites]
    Stand = 602
    Ambulate = 600
    Drag = 600
    Attack = 604
    Dig = 0
    Smoke = 0
    Relax = 0
    PrettyDance = 0
    GotHit = 606
    PowerGrab = 612
    GotSlapped = 618
    Celebrate = 614
    Sleep = 616
    EatChicken = 620
    Torture = 80
    Scream = 608
    DropDead = 610
    DeadSplat = 946
    GFX18 = 8
    QuerySymbol = 152
    HandSymbol = 218
    GFX21 = 8


    Anyone got a good eye for a potential mistake or it is a bug within the game?

    Thank you in advance!

  2. #2
    KeeperFX Author mefistotelis's Avatar
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    Default Re: Editing KeeperFX Creatures .txt

    Try looking at keeperfx.log - this file should contain a warning message if there were any problems while interpreting options from CFG files.

    EDIT:
    Also, remember that some campaign have their own, modified creature configurations - these are stored in folders "campgns/*_crtr".
    Last edited by mefistotelis; November 12th, 2011 at 14:39.

  3. #3
    Imp Tyrant Cenobite's Avatar
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    Default Re: Editing KeeperFX Creatures .txt

    Quote Originally Posted by mefistotelis View Post
    Try looking at keeperfx.log - this file should contain a warning message if there were any problems while interpreting options from CFG files.

    EDIT:
    Also, remember that some campaign have their own, modified creature configurations - these are stored in folders "campgns/*_crtr".
    Ahh, I see! That will be why then!

    Thanks so much for all this. Can't wait to see what else you have in store for the future with KeeperFX.

    What are the limitations? Is it possible to create new rooms (even if it's just purely for aesthetic), traps, creature spells and even creatures? New Keeper colours? I think I read you're using the actual game source code, so shouldn't all this be possible?

    Thanks once again!

  4. #4
    KeeperFX Author mefistotelis's Avatar
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    Default Re: Editing KeeperFX Creatures .txt

    KeeperFX source code is writeen by KeeperFX team, and does not use any original DK source. It uses compiled code from original DK, not its source code.

    Currently you can't add new rooms,traps,spells or creatures.

  5. #5
    Imp Tyrant Cenobite's Avatar
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    Default Re: Editing KeeperFX Creatures .txt

    Ahh I see, thanks for clarifying!

    Do you see it as a possibility that things of that nature could possibly implemented in the future? Is that something you're actively thinking of? What's the next venture you're pursuing with KeeperFX?

  6. #6
    KeeperFX Author mefistotelis's Avatar
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    Default Re: Editing KeeperFX Creatures .txt

    When writing KeeperFX, I go towards the possibility to add user-made creatures. But only creatures, no spells nor rooms. Still, I am trying to put as many options as possible into CFG files instead of hard-coding them - good example is the list of sacrifices, which you can easily edit in KeeperFX.

  7. #7
    Imp Tyrant Cenobite's Avatar
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    Default Re: Editing KeeperFX Creatures .txt

    Sounds great! How far away do you think you are in bringing in new creatures?

    Also, what is expected in the next update for KeeperFX?

    Thank you for answering my questions, appreciated!

  8. #8
    KeeperFX Author mefistotelis's Avatar
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    Default Re: Editing KeeperFX Creatures .txt

    Still quite far. That would probably require all creature AI funtions to be rewritten.

    As for latest changes and updates, there's always a log of what we're doing here:

    https://code.google.com/p/keeperfx/updates/list

  9. #9

    Default Re: Editing KeeperFX Creatures .txt

    Hey, I've been playing with KeeperFX for a while now...and I only have one question: Is there anyway I can change the creature settings with the "Unofficial Settings Editor" with the FX campaigns? Most of the campaigns in the FX list are too damn hard for me to even try playing, and I want to try and make them a little easier for me, and I don't really want to edit the creature list without some type of an editor. Anyway I can do that?

    Or can I just replace the Creature list from your own file, into the original DK folder, use the editor, and replace the new edited one in FX's folder?

  10. #10
    Dark God DragonsLover's Avatar
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    Default Re: Editing KeeperFX Creatures .txt

    First, which unofficial settings editor are you talking about?
    Second, which campaigns are you playing?
    And third, why needing an editor when you can easily edit the data using Notepad?

    You can either copy/paste all the .CFG files of creatures, or you can also edit a single line in the DK Campaign file to specify where to take the creatures data.
    I like dragons! They're the center of my life! I'll never forget them...



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