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Thread: Special Digger :beetle:

  
  1. #11

    Default Re: Special Digger :beetle:

    But the order is: Creatures = WIZARD BARBARIAN ARCHER MONK DWARFA KNIGHT AVATAR TUNNELLER WITCH GIANT FAIRY THIEF SAMURAI HORNY SKELETON TROLL DRAGON DEMONSPAWN FLY DARK_MISTRESS SORCEROR BILE_DEMON IMP BUG VAMPIRE SPIDER HELL_HOUND GHOST TENTACLE ORC FLOATING_SPIRIT

    TUNNELLER before BUG

    IMP before BUG

  2. #12

    Default Re: Special Digger :beetle:

    Yes, and it seems to take that order in reverse. If you make the archer 'evil' and 'Special_digger' the create imp spell will still create an imp. Until you remove either one of those properties from the imp and then it will create an archer.
    Last edited by YourMaster; October 12th, 2016 at 22:01.

  3. #13

    Default Re: Special Digger :beetle:

    That is a real shame!

    with dig was great.

    Although, i was for a new order of creatures. But this ist Hard Coded i think?

  4. #14

    Default Re: Special Digger :beetle:

    Some stuff is still hardcoded yes, but you can try how far you can come. And of course you can also give the beetle the DIG skill without making it a special digger.

  5. #15

    Default Re: Special Digger :beetle:

    I think a good order were:

    ;Creatures = (IMP) HORNY FLY BUG DEMONSPAWN DRAGON SORCEROR TROLL SPIDER BILE_DEMON DARK_MISTRESS ORC HELL_HOUND TENTACLE SKELETON GHOST VAMPIRE (IMP) KNIGHT THIEF ARCHER TUNNELLER DWARFA BARBARIAN FAIRY WIZARD GIANT MONK WITCH SAMURAI AVATAR FLOATING_SPIRIT

  6. #16

    Default Re: Special Digger :beetle:

    This order doesn't serve a functional purpose, only a technical one. The original game mostly refers to creatures by 'index' instead of by name. So 'The fifth creature uses these sprites' or 'the ninth creature is spawned in room 6 when 10 corpses are brought there'.

    And it is possible that in some unforeseen cases - like your example - the order actually matters, but in those cases the way forward is to rewrite more functionality to be no longer dependent on this list, not to reorder the list.

  7. #17

    Default Re: Special Digger :beetle:

    Why works with:

    PrimaryJobs = DIG TUNNEL

    Only like TUNNEL

    But half to half??

  8. #18

    Default Re: Special Digger :beetle:

    Your question is a bit cryptic, but either the answer is 'because some stuff is still hardcoded for the tunneler', or 'because only one of them is a special digger' or 'because only one of them lacks the evil-property'.

  9. #19

    Default Re: Special Digger :beetle:

    Interesting to know how some of these functions work. I hope you can get the beetle special digging! Seems like something they should already have.

  10. #20

    Default Re: Special Digger :beetle:

    Not really, special digging is 'special' for a reason. What's special about the 'evil' special digger is that it spawns when you cast the create imp spell, and that it digs tunnels/gold the player selects and does all the other imp tasks. What's special about the non-evil special digger is that is spawns from the level script through the 'Add tunneler party' command and that it digs to the destination highlighted. They can both do so, without having those skills assigned. You can make the beetle 'the' special digger, but only by having it taking the place of the imp.

    If you possess an imp, you notice it has the 'first person dig skill', which it never uses on its own, and can only be used by the player to claim land AND dig 'diggable' stuff. If however you modify the configs you can also give an imp - or any other unit - access to the other skills, like claim, dig, destroy room, and actually do these things in first person. The trouble is, these skills have no limitation, and by doing so you can destroy entrances and dungeon hearts, and dig straight through enemy walls.

    I like the idea of having beetles be able to dig (in custom campaigns/maps), but working exactly as an imp is a bit much.

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