Page 2 of 2 FirstFirst 1 2
Results 11 to 12 of 12

Thread: Creature Swap Mod .. I made something funny and need a little bit of help.

  
  1. #11

    Default Re: Creature Swap Mod .. I made something funny and need a little bit of help.

    I have to correct myself it does not work yet.

    I tested a lot and the creature placed by the Tunneller Script is still the BUG-Entity (that looks like the blonde dwarf).

    The only way I managed to place blond dwarf is to make both the BUG and the TUNNELLER-Entitiy into the blond dwarfs.

    I'm on experimenting with different settings like the TUNNELLER Job but I ripped the BUG-Entity (bug.cfg, that contains data from the Tunneller) of all values that could lead the system into thinking that it could dig. I removes the Dig, Spell, the Dig Property and the Tunneller Job.

    PS.

    What is the best map editor, I need to build a test map for faster testing.

    /edit

    Code:
    ; KeeperFX Creature Model Configuration file
    ; file version 0.33
    
    [attributes]
    ; Name is the creature identifier which should be used in level script
    Name = BUG
    NameTextID = 546
    Health = 350
    HealRequirement = 150
    HealThreshold = 200
    Strength = 40
    Armour = 30
    Dexterity = 40
    FearWounded = 12
    FearStronger = 2000
    FearsomeFactor = 100
    Defence = 60
    Luck = 0
    Recovery = 4
    HungerRate = 5000
    HungerFill = 2
    LairSize = 1
    HurtByLava = 2
    BaseSpeed = 48
    GoldHold = 1500
    ; Creature image size - XY and YZ
    Size = 200 256
    AttackPreference = MELEE
    Pay = 50
    HeroVsKeeperCost = 0
    SlapsToKill = 30
    CreatureLoyalty = 0
    LoyaltyLevel = 7
    DamageToBoulder = 20
    ; Creature thing size - XY and YZ; one cube is 256x256
    ThingSize = 256 512
    LairObject = LAIR_TUNLR
    Properties = BLEEDS HUMANOID_SKELETON
    
    [attraction]
    ; Rooms required to attract the creature from entrance, and number of slabs which is needed (max 3 rooms)
    EntranceRoom = NULL LAIR NULL
    RoomSlabsRequired = 0 1 0
    BaseEntranceScore = 6
    ScavengeRequirement = 22000
    TortureTime = 1000
    
    [annoyance]
    EatFood = -1000
    WillNotDoJob = 0
    InHand = 0
    NoLair = 1
    NoHatchery = 1
    WokenUp = 200
    StandingOnDeadEnemy = -6
    Sulking = 1
    NoSalary = 1000
    Slapped = 100
    StandingOnDeadFriend = 20
    InTorture = 4
    InTemple = -50
    Sleeping = -3
    GotWage = -750
    WinBattle = -330
    ; Game turns required without training and the annoyance level
    Untrained = 0 0
    OthersLeaving = 10
    ; Annoyance caused by performing stressful jobs
    JobStress = 0
    GoingPostal = 0
    Queue = 4
    LairEnemy = NULL
    AnnoyLevel = 4000
    AngerJobs = LEAVE_DUNGEON DAMAGE_WALLS
    
    [senses]
    Hearing = 10
    EyeHeight = 256
    FieldOfView = 1024
    EyeEffect = NULL
    MaxAngleChange = 10
    
    [appearance]
    WalkingAnimSpeed = 96
    FootstepPitch = 100
    VisualRange = 18
    PossessSwipeIndex = 2
    NaturalDeathKind = NORMAL
    ShotOrigin = 0 0 384
    CorpseVanishEffect = 0
    PickUpOffset = 12 50 0 0
    StatusOffset = 256
    
    [experience]
    ; Creature powers (spells), and the creature level at which they're given (max 10 spells).
    Powers = SWING_WEAPON_SWORD NULL NULL NULL NULL NULL NULL NULL TELEPORT
    PowersLevelRequired = 1 0 0 0 0 0 0 0 0 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
    SleepExperience = HARD 0
    ExperienceForHitting = 2
    
    [jobs]
    PrimaryJobs = TRAIN
    SecondaryJobs =
    NotDoJobs = RESEARCH
    StressfulJobs =
    TrainingValue = 1
    TrainingCost = 10
    ScavengeValue = 1
    ScavengerCost = 10
    ResearchValue = 0
    ManufactureValue = 1
    PartnerTraining = 0
    
    [sprites]
    Stand = 338
    Ambulate = 336
    Drag = 336
    Attack = 340
    Dig = 340
    Smoke = 352
    Relax = 352
    PrettyDance = 340
    GotHit = 342
    PowerGrab = 348
    GotSlapped = 354
    Celebrate = 350
    Sleep = 352
    EatChicken = 356
    Torture = 48
    Scream = 344
    DropDead = 346
    DeadSplat = 946
    GFX18 = 22
    QuerySymbol = 167
    HandSymbol = 192
    GFX21 = 23
    
    [sounds]
    Foot = 1 4
    Hit = 677 3
    Happy = 675 1
    Sad = 676 1
    Hurt = 677 3
    Die = 680 2
    Hang = 682 1
    Drop = 683 1
    Torture = 684 3
    Slap = 687 1
    Fight = 672 3
    This is the current bug.cfg I removed every thing that could lead the game to assume he has everything to do with digging or tunneling. And yes its the data loaded by the game using the Tunneller script, I removed its digging animation and the blond dwarfs turned into running dogs while digging.

    /edit 2

    I turned the bug.cfg back into a bug and now a tunneler.cfg bug was spawned by the Tunneller script as intended.

    The bug.cfg got something that make the script preferr it. Still strange.

    /edit 3

    I only copied the sprites and sounds sections from the original bug.cfg into my bug.cfg and now the script spawns blonde dwarfs again. It keeps getting weirder and weirder.

    /edit 4

    It now seems that the game will spawn bug.cfg ..

    /edit 5

    I now released version 2.2.

    It make the game spawn bug that can dig with a proper animation, when using the Tunneller script.

    But regular Bugs are still Bugs and are not turned into Tunnellers as I inteded.

    The Tunneler.cfg looks like this in contains Bug values:

    Code:
    ; KeeperFX Creature Model Configuration file
    ; file version 0.33
    
    [attributes]
    ; Name is the creature identifier which should be used in level script
    Name = TUNNELLER
    NameTextID = 260
    Health = 250
    HealRequirement = 150
    HealThreshold = 200
    Strength = 25
    Armour = 25
    Dexterity = 55
    FearWounded = 12
    FearStronger = 1400
    FearsomeFactor = 100
    Defence = 60
    Luck = 10
    Recovery = 5
    HungerRate = 5000
    HungerFill = 1
    LairSize = 1
    HurtByLava = 2
    BaseSpeed = 48
    GoldHold = 300
    ; Creature image size - XY and YZ
    Size = 200 100
    AttackPreference = MELEE
    Pay = 18
    HeroVsKeeperCost = 0
    SlapsToKill = 22
    CreatureLoyalty = 0
    LoyaltyLevel = 0
    DamageToBoulder = 20
    ; Creature thing size - XY and YZ; one cube is 256x256
    ThingSize = 256 512
    LairObject = LAIR_BUG
    Properties = BLEEDS SPECIAL_DIGGER
    
    [attraction]
    ; Rooms required to attract the creature from entrance, and number of slabs which is needed (max 3 rooms)
    EntranceRoom = NULL LAIR NULL
    RoomSlabsRequired = 0 1 0
    BaseEntranceScore = 6
    ScavengeRequirement = 22000
    TortureTime = 1000
    
    [annoyance]
    EatFood = -1000
    WillNotDoJob = 0
    InHand = 0
    NoLair = 1
    NoHatchery = 1
    WokenUp = 50
    StandingOnDeadEnemy = -6
    Sulking = 2
    NoSalary = 1500
    Slapped = 100
    StandingOnDeadFriend = 25
    InTorture = 2
    InTemple = -50
    Sleeping = -1
    GotWage = -750
    WinBattle = -330
    ; Game turns required without training and the annoyance level
    Untrained = 0 0
    OthersLeaving = 10
    ; Annoyance caused by performing stressful jobs
    JobStress = 0
    GoingPostal = 0
    Queue = 4
    LairEnemy = NULL
    AnnoyLevel = 4000
    AngerJobs = LEAVE_DUNGEON
    
    [senses]
    Hearing = 10
    EyeHeight = 100
    FieldOfView = 1024
    EyeEffect = FISH_EYE
    MaxAngleChange = 16
    
    [appearance]
    WalkingAnimSpeed = 48
    FootstepPitch = 400
    VisualRange = 18
    PossessSwipeIndex = 6
    NaturalDeathKind = NORMAL
    ShotOrigin = 0 0 128
    CorpseVanishEffect = 0
    PickUpOffset = 22 60 0 0
    StatusOffset = 128
    
    [experience]
    ; Creature powers (spells), and the creature level at which they're given (max 10 spells).
    Powers = FIRST_PERSON_DIG SWING_WEAPON_FIST NULL NULL NULL NULL NULL FREEZE NULL NULL
    PowersLevelRequired = 1 1 0 0 0 0 0 7 0 0
    ; 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
    SleepExperience = HARD 0
    ExperienceForHitting = 2
    
    [jobs]
    PrimaryJobs = TUNNEL
    SecondaryJobs = 
    NotDoJobs =
    StressfulJobs =
    TrainingValue = 1
    TrainingCost = 8
    ScavengeValue = 1
    ScavengerCost = 8
    ResearchValue = 1
    ManufactureValue = 1
    PartnerTraining = 0
    
    [sprites]
    Stand = 534
    Ambulate = 532
    Drag = 532
    Attack = 536
    Dig = 536
    Smoke = 546
    Relax = 548
    PrettyDance = 546
    GotHit = 538
    PowerGrab = 544
    GotSlapped = 550
    Celebrate = 546
    Sleep = 548
    EatChicken = 552
    Torture = 76
    Scream = 540
    DropDead = 542
    DeadSplat = 946
    GFX18 = 11
    QuerySymbol = 155
    HandSymbol = 224
    GFX21 = 11
    
    [sounds]
    Foot = 9 4
    Hit = 507 3
    Happy = 505 1
    Sad = 506 1
    Hurt = 507 3
    Die = 510 2
    Hang = 512 1
    Drop = 513 1
    Torture = 514 3
    Slap = 517 1
    Fight = 502 3
    Its BLEEDS SPECIAL_DIGGER and not EVIL. It can "FIRST_PERSON_DIG" and has "PrimaryJobs = TUNNEL".

    The Bug.cfg looks like this:

    Code:
    ; KeeperFX Creature Model Configuration file
    ; file version 0.33
    
    [attributes]
    ; Name is the creature identifier which should be used in level script
    Name = BUG
    NameTextID = 260
    Health = 250
    HealRequirement = 150
    HealThreshold = 200
    Strength = 25
    Armour = 25
    Dexterity = 55
    FearWounded = 12
    FearStronger = 1400
    FearsomeFactor = 100
    Defence = 60
    Luck = 10
    Recovery = 5
    HungerRate = 5000
    HungerFill = 1
    LairSize = 1
    HurtByLava = 2
    BaseSpeed = 48
    GoldHold = 300
    ; Creature image size - XY and YZ
    Size = 200 100
    AttackPreference = MELEE
    Pay = 18
    HeroVsKeeperCost = 0
    SlapsToKill = 22
    CreatureLoyalty = 0
    LoyaltyLevel = 0
    DamageToBoulder = 20
    ; Creature thing size - XY and YZ; one cube is 256x256
    ThingSize = 256 512
    LairObject = LAIR_BUG
    Properties = BLEEDS EVIL INSECT
    
    [attraction]
    ; Rooms required to attract the creature from entrance, and number of slabs which is needed (max 3 rooms)
    EntranceRoom = NULL LAIR NULL
    RoomSlabsRequired = 0 1 0
    BaseEntranceScore = 6
    ScavengeRequirement = 22000
    TortureTime = 1000
    
    [annoyance]
    EatFood = -1000
    WillNotDoJob = 0
    InHand = 0
    NoLair = 1
    NoHatchery = 1
    WokenUp = 50
    StandingOnDeadEnemy = -6
    Sulking = 2
    NoSalary = 1500
    Slapped = 100
    StandingOnDeadFriend = 25
    InTorture = 2
    InTemple = -50
    Sleeping = -1
    GotWage = -750
    WinBattle = -330
    ; Game turns required without training and the annoyance level
    Untrained = 0 0
    OthersLeaving = 10
    ; Annoyance caused by performing stressful jobs
    JobStress = 0
    GoingPostal = 0
    Queue = 4
    LairEnemy = NULL
    AnnoyLevel = 4000
    AngerJobs = LEAVE_DUNGEON
    
    [senses]
    Hearing = 10
    EyeHeight = 100
    FieldOfView = 1024
    EyeEffect = FISH_EYE
    MaxAngleChange = 16
    
    [appearance]
    WalkingAnimSpeed = 48
    FootstepPitch = 400
    VisualRange = 18
    PossessSwipeIndex = 6
    NaturalDeathKind = NORMAL
    ShotOrigin = 0 0 128
    CorpseVanishEffect = 0
    PickUpOffset = 22 60 0 0
    StatusOffset = 128
    
    [experience]
    ; Creature powers (spells), and the creature level at which they're given (max 10 spells).
    Powers = SWING_WEAPON_FIST NULL NULL NULL NULL NULL FREEZE NULL NULL NULL
    PowersLevelRequired = 1 0 0 0 0 0 7 0 0 0
    ; 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
    SleepExperience = HARD 0
    ExperienceForHitting = 2
    
    [jobs]
    PrimaryJobs =
    SecondaryJobs =
    NotDoJobs =
    StressfulJobs =
    TrainingValue = 1
    TrainingCost = 8
    ScavengeValue = 1
    ScavengerCost = 8
    ResearchValue = 1
    ManufactureValue = 1
    PartnerTraining = 0
    
    [sprites]
    Stand = 534
    Ambulate = 532
    Drag = 532
    Attack = 536
    Dig = 536
    Smoke = 546
    Relax = 548
    PrettyDance = 546
    GotHit = 538
    PowerGrab = 544
    GotSlapped = 550
    Celebrate = 546
    Sleep = 548
    EatChicken = 552
    Torture = 76
    Scream = 540
    DropDead = 542
    DeadSplat = 946
    GFX18 = 11
    QuerySymbol = 155
    HandSymbol = 224
    GFX21 = 11
    
    [sounds]
    Foot = 9 4
    Hit = 507 3
    Happy = 505 1
    Sad = 506 1
    Hurt = 507 3
    Die = 510 2
    Hang = 512 1
    Drop = 513 1
    Torture = 514 3
    Slap = 517 1
    Fight = 502 3
    Its only "BLEEDS EVIL INSECT" it can't dig and is not a Tunneller by primary job.

    But it should look like this:

    Code:
    ; KeeperFX Creature Model Configuration file
    ; file version 0.33
    
    [attributes]
    ; Name is the creature identifier which should be used in level script
    Name = BUG
    NameTextID = 546
    Health = 350
    HealRequirement = 150
    HealThreshold = 200
    Strength = 40
    Armour = 30
    Dexterity = 40
    FearWounded = 12
    FearStronger = 2000
    FearsomeFactor = 100
    Defence = 60
    Luck = 0
    Recovery = 4
    HungerRate = 5000
    HungerFill = 2
    LairSize = 1
    HurtByLava = 2
    BaseSpeed = 48
    GoldHold = 1500
    ; Creature image size - XY and YZ
    Size = 200 256
    AttackPreference = MELEE
    Pay = 50
    HeroVsKeeperCost = 0
    SlapsToKill = 30
    CreatureLoyalty = 0
    LoyaltyLevel = 7
    DamageToBoulder = 20
    ; Creature thing size - XY and YZ; one cube is 256x256
    ThingSize = 256 512
    LairObject = LAIR_TUNLR
    Properties = BLEEDS HUMANOID_SKELETON
    
    [attraction]
    ; Rooms required to attract the creature from entrance, and number of slabs which is needed (max 3 rooms)
    EntranceRoom = NULL NULL NULL
    RoomSlabsRequired = 0 0 0
    BaseEntranceScore = 6
    ScavengeRequirement = 22000
    TortureTime = 1000
    
    [annoyance]
    EatFood = -1000
    WillNotDoJob = 0
    InHand = 0
    NoLair = 1
    NoHatchery = 1
    WokenUp = 200
    StandingOnDeadEnemy = -6
    Sulking = 1
    NoSalary = 1000
    Slapped = 100
    StandingOnDeadFriend = 20
    InTorture = 4
    InTemple = -50
    Sleeping = -3
    GotWage = -750
    WinBattle = -330
    ; Game turns required without training and the annoyance level
    Untrained = 0 0
    OthersLeaving = 10
    ; Annoyance caused by performing stressful jobs
    JobStress = 0
    GoingPostal = 0
    Queue = 4
    LairEnemy = NULL
    AnnoyLevel = 4000
    AngerJobs = LEAVE_DUNGEON DAMAGE_WALLS
    
    [senses]
    Hearing = 10
    EyeHeight = 256
    FieldOfView = 1024
    EyeEffect = NULL
    MaxAngleChange = 10
    
    [appearance]
    WalkingAnimSpeed = 96
    FootstepPitch = 100
    VisualRange = 18
    PossessSwipeIndex = 2
    NaturalDeathKind = NORMAL
    ShotOrigin = 0 0 384
    CorpseVanishEffect = 0
    PickUpOffset = 12 50 0 0
    StatusOffset = 256
    
    [experience]
    ; Creature powers (spells), and the creature level at which they're given (max 10 spells).
    Powers = SWING_WEAPON_SWORD NULL NULL NULL NULL NULL NULL NULL TELEPORT
    PowersLevelRequired = 1 o 0 0 0 0 0 0 0 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
    SleepExperience = HARD 0
    ExperienceForHitting = 2
    
    [jobs]
    PrimaryJobs =
    SecondaryJobs =
    NotDoJobs = RESEARCH
    StressfulJobs =
    TrainingValue = 1
    TrainingCost = 10
    ScavengeValue = 1
    ScavengerCost = 10
    ResearchValue = 0
    ManufactureValue = 1
    PartnerTraining = 0
    
    [sprites]
    Stand = 338
    Ambulate = 336
    Drag = 336
    Attack = 340
    Dig = 0
    Smoke = 0
    Relax = 0
    PrettyDance = 0
    GotHit = 342
    PowerGrab = 348
    GotSlapped = 354
    Celebrate = 350
    Sleep = 352
    EatChicken = 356
    Torture = 48
    Scream = 344
    DropDead = 346
    DeadSplat = 946
    GFX18 = 22
    QuerySymbol = 167
    HandSymbol = 192
    GFX21 = 23
    
    [sounds]
    Foot = 1 4
    Hit = 677 3
    Happy = 675 1
    Sad = 676 1
    Hurt = 677 3
    Die = 680 2
    Hang = 682 1
    Drop = 683 1
    Torture = 684 3
    Slap = 687 1
    Fight = 672 3
    This should be a Tunneller that is ripped of any digging porperty or ability. I even removed its digging, special dance, smoke and relax animations. And it will come to the dungeon like this but it will be spawend by the Tunneller-Script as well, that is the problem.

    /edit 5

    I don't know why but now it works and can be found here: https://keeperfx.net/workshop/item/4...e-swap-mod-v23
    Last edited by Grasyl; November 24th, 2023 at 21:04.

  2. #12

    Default Re: Creature Swap Mod .. I made something funny and need a little bit of help.

    If it works it works, well done. The map editor to use is Unearth.

Similar Threads

  1. Replies: 8
    Last Post: January 17th, 2019, 07:45
  2. Replies: 3
    Last Post: June 22nd, 2014, 01:32

Tags for this Thread

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •