Modding:being blueprint (0.9.9.7)
From DoomRL Wiki
WIP from old pages, must refine and re-investigate
If it bleeds, it leads. Beings inherit from the Thing base class which handles some basic properties in common with items. In addition the Player inherits this class, so anything you can do to creatures can be done to the player as well.
Contents |
Prototype
New beings are created from being prototypes. Think of a being prototype as a recipe for creating new beings. There can be multiple former humans, but they all came from the same prototype. Prototypes are declared by passing a table with the desired properties to the Beings function. Engine hooks may also be included in the prototype. Mostly, the prototype's properties just describe beings' initial properties (occasionally with different names). Beings' properties can also mostly be changed after they are instantiated. Required fields are underlined. Sometimes required fields can safely be omitted, but this will generate a message in the log file. All being prototypes are stored in a global table called beings. This table can be indexed by id or nid.
Being Prototype | ||
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string | name | This is the being's name. |
string | name_plural | This is the being's name_plural. By default, this is the name with an "s" appended. |
string | ascii | This is the being's picture. It should be a single character string. |
string | id | This is the being's sid. It must be distinct from other string ids. (The numeric id is automatically assigned to a field called nid.) Only the first 20 characters will be used. The default is the first word of the name in all lowercase. |
integer list | overlay | This field is only used in the graphical version. It describes a color transformation to be applied to the being's sprite. This will create overlay_red, overlay_green, overlay_blue, and overlay_alpha fields in the being prototype. |
integer | XP | This is the being's expvalue. By default, it is 3xD2+20, where D is the being's danger (see below). |
Cell ID | corpse | The determines the corpse left by the being. If the value is true, a new corpse cell will automatically be created. Otherwise this field is interpretted as a cell id. After a being is declared, this field will have been translated to a number. The default is true. |
Item Prototype | weapon | If this field is included, a new item will be declared and automatically equipped for beings generated from this prototype. The item prototype will automatically be a natural ranged weapon, have an id assigned, have zero weight, have no sprite, and have the IF_NODROP and IF_NOAMMO flags. |
integer | sprite | This is the being's sprite. (Use 0 for no sprite.) |
Color | color | This is the being's color. |
integer | toDam | This is the being's toDam. (This bonus only applies to melee attacks.) The default is 0. |
integer | toHit | This is the being's toHit. The default is 0. |
integer | speed | This is the being's speed. (Remember, the maximum allowed speed is 255.) The default is 100. |
integer | armor | This is the being's armor. The default is 0. |
integer | danger | This is a monster generation parameter. |
integer | weight | This is a monster generation parameter. |
integer | minLev | This is a monster generation parameter. |
integer | maxLev | This is a monster generation parameter. The default is 200. |
integer | HP | This is the being's hpmax and starting hp. The default is 10. |
integer | bulk | This parameter is unused. The default is 100. |
integer | group | Monsters from different groups will fight each other if they use the default AI. Oddly, the default is "weapon-other" which, as a string, translates to 0. The player is in group 1. |
integer | attackchance | This is the being's attackchance The default is 75. |
integer | toHitMelee | This is the being's toHitMelee. The default is 0. |
Being Flag list | flags | The flags in this list will be included in the being's flag set. Upon instantiation, a flagSet property is added to the prototype will include these flags (and possibly some automatic flags) in set format. The default is an empty list. |
string | sound_id | If included and the being doesn't have sound bindings configured, then it will look for sound bindings under its sound_id. |
AI ID | ai_type | This determines the being's AI. By default, the old pascal AI is used. (The pascal AI doesn't have an id.) |
integer | vision | This is the being's vision. The default is 9. (The player also has vision 9 by default.) |
integer | res_bullet | This is the being's res_bullet. The default is 0. |
integer | res_melee | This is the being's res_melee. The default is 0. |
integer | res_shrapnel | This is the being's res_shrapnel. The default is 0. |
integer | res_acid | This is the being's res_acid. The default is 0. |
integer | res_fire | This is the being's res_fire. The default is 0. |
integer | res_plasma | This is the being's res_plasma. The default is 0. |
string | desc | This is the description of the being displayed in the more information view. |
string | kill_desc | If included, this being will have a special kill description in the mortem. |
string | kill_desc_melee | As kill_desc, but for melee kills. |
Flags
Being Flags
Being Flags | |
BF_INV | Stops the being from taking any damage. (Directly setting the being's HP can circumvent this. Does not work well with the being's HP set to zero.) |
BF_BERSERK | Gives the damage reduction and melee damage bonus of berserk. (The speed bonus is not included.) |
BF_ENVIROSAFE | Beings with this flag are immune to damage from acid and lava tiles. (New hazardous tiles will have to check for this flag to respect it.) |
BF_BACKPACK | Gives the ammo-stacking benefits of the Backpack powerup. |
BF_POWERBONUS | Extends the duration of powerups as the Marine class bonus. New powerups will have to check for this flag (or use the provided helper function) to respect it. |
BF_STAIRSENSE | For the player, reveals the stairs tile(s) as the Scout class bonus. |
BF_INSTAUSE | Allows consumable items to be used in 0.1s instead of the usual 1.0s, as the Technician class bonus. |
BF_MAPEXPERT | Makes computer maps work like tracking maps, as the Technician class bonus. |
BF_MODEXPERT | Allows the being to mod unique items. |
BF_QUICKSWAP | Gives the benefits of the Juggler trait. |
BF_BERSERKER | Gives the benefits of the Berserker trait. |
BF_DUALGUN | Gives the benefits of the dualgunner trait. |
BF_MASTERDODGE | Gives the benefits of the Dodgemaster trait. |
BF_SHOTTYMAN | Gives the benefits of the Shottyman trait. |
BF_POWERSENSE | For the player, shows the locations of all powerups (as the first level of the Intuition trait). |
BF_BEINGSENSE | For the player, shows the locations of enemies (as the second level of the Intuition trait). |
BF_LEVERSENSE1 | For the player, gives partial information about levers (as the first level of the Intuition trait). |
BF_LEVERSENSE2 | For the player, shows the exact effect of levers (as the second level of the Intuition trait). |
BF_VAMPYRE | Gives the benefits of the Vampyre trait. |
BF_BULLETDANCE | Gives the benefits of the Bullet Dance trait. |
BF_ARMYDEAD | Gives the benefits of the Army of the Dead trait. |
BF_AMMOCHAIN | Gives the benefits of the Ammochain trait. |
BF_MEDPLUS | Allows med-packs to heal beyond 100% health (part of the Survivalist trait). |
BF_HARDY | Allows protection to reduce damage all the way to zero (part of the Survivalist trait). |
BF_CLEAVE | Gives the benefits of the Blademaster trait. |
BF_GUNKATA | Gives the benefits of the Gun Kata trait. |
BF_SHOTTYHEAD | Gives the benefits of the Shottyhead trait. |
BF_NORUNPENALTY | Gives the benefits of the Running Man trait. |
BF_DUALBLADE | If both weapons in the being's equipment slots have IF_BLADE, this flag allows both weapons to attack in the same turn, each at half the attack time (part of the Malicious Blades trait). |
BF_BLADEDEFEND | If the weapon in the being's prepared slot has IF_BLADE, this flag grants the being with resistances as Malicious Blades. |
BF_PISTOLMAX | Gives the benefits of the Sharpshooter trait. |
BF_FIREANGEL | Gives the benefits of the Fireangel trait. |
BF_ENTRENCHMENT | Gives the benefits of the Entrenchment trait. |
BF_SCAVENGER | Gives the benefits of the Scavenger trait (useless on anything other than the player). |
BF_IMPATIENT | This flag causes packs to be automatically used when picked up as Angel of Impatience. |
BF_DARKNESS | For the player, stops exploration from being recorded as in Angel of Darkness. |
BF_MAXDAMAGE | Beings with this flag always roll maximum damage as in Angel of Max Carnage. |
BF_NOHEAL | This is a marker flag that stops healing effects from working as in Angel of Masochism. New sources of healing will have to check for this flag in order to respect it. |
BF_SESSILE | Beings with this flag cannot move. |
BF_NOMELEE | This flag stops the being from doing any type of melee attack. |
BF_REGENERATE | Beings with this flag regenerate one health per second if they have less than 20 health remaining. |
BF_SELFIMMUNE | Makes the being immune to its own attacks. |
BF_KNOCKIMMUNE | Makes the being immune to knockback. |
BF_UNIQUENAME | This flag makes the game treat the being's name as a proper noun. |
BF_ENTERBOSS1 | This is a flag for the player that helps determine which victory message to use in the mortem. |
BF_KILLBOSS1 | This is a flag for the player that helps determine which victory message to use in the mortem. |
BF_ENTERBOSS2 | This is a flag for the player that helps determine which victory message to use in the mortem. |
BF_KILLBOSS2 | This is a flag for the player that helps determine which victory message to use in the mortem. |
BF_CHARGE | This is a flag for the AI. Beings with this flag are willing to walk through hazardous cells to reach the player. (This applies to the default AI, and the direct_seek method.) |
BF_HUNTING | This is a flag for the default AI. Beings with this flag will search out the player even if he is not in their line of sight. |
BF_OPENDOORS | This is a flag for the default AI. Beings with this flag will open doors. |
BF_NODROP | Beings with this flag will not drop their inventory or equipment when they die. |
BF_NOEXP | Beings with this flag will not award experience to the player. |
BF_BOSS | Killing this monster will cause the same message as killing the final boss as well as its death explosion and ending the game. |
BF_JC | When used with BF_BOSS, changes the explosion to blue and changes the message to indicate that JC was killed instead of the cyberdemon. |
Engine Hooks
Specifying one or more of these hooks in the prototype will allow for greater customization.
Being Hooks | |
---|---|
void | OnCreate(Being self) |
void | OnAction(Being self) |
void | OnDie(Being self, boolean overkill) |
- OnCreate(Being self)
- This is called when the being is created.
- OnAction(Being self)
- This is called at the beginning of each of the being's turns. (Note that turns are only differentiated if time elapses in between.)
- OnDie(Being self, boolean overkill)
- This is called when the being dies. overkill is true if the being was gibbed.