Modding:being blueprint (0.9.9.7)

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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
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.
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