Skeleton puppy

Nov 16, 2017, 6:47 pm
#1
Joined: Dec 2, 2007
Location: New Attnam
Interests: bananas
Posts: 2,299
I noticed on the TX project page that "bone doggies" was in the todo list so I thought I'd tackle it

I have it now so that a puppy will crumble into bones when killed.

Humanoid skeletons require 5 bones + a skull, to be brought back.

Should I create a separate puppy skull item? If so should you be able to, for example, place a human skull on top of puppy bones to resurrect a human skeleton? Or should the skull & bones be required to be the same type?

Also should we only spawn them inside TX or anywhere?
Nov 17, 2017, 5:29 am
#2
Joined: Sep 8, 2010
Occupation: Petty Functionary
Location: Drinking pea soup in the world map
Interests: Mangoes
Posts: 1,216
capristo wrote
I noticed on the TX project page that "bone doggies" was in the todo list so I thought I'd tackle it

I have it now so that a puppy will crumble into bones when killed.

Humanoid skeletons require 5 bones + a skull, to be brought back.

Should I create a separate puppy skull item? If so should you be able to, for example, place a human skull on top of puppy bones to resurrect a human skeleton? Or should the skull & bones be required to be the same type?

Also should we only spawn them inside TX or anywhere?

This is awesome! Bones can be generic, just get it to generate a different skull.
It should only spawn in Tomb of Xinroch, but could be extended to the Attnamese Catacombs.
I suppose it has four legs and a spine, so five bones total, plus a puppy skull?
I guess the last step will be to make a convincing looking bone doggie sprite.
Batman? wrote
its been so long since i had gotten that far i didnt think it through. arrrr!!!!!!
Nov 17, 2017, 4:46 pm
#3
Joined: Dec 11, 2008
Posts: 1,770
I can do sprites if you'd like. I'll probably just rip off the puppy ones.
System would indicate in graphic if person is mounted on horse or not.
Same system also show if person mounted on boar, elephant, polar bear etc.
Or if person mounted on ass.
Ivan find mounting on ass funny.
Nov 17, 2017, 4:58 pm
#4
Joined: Dec 2, 2007
Location: New Attnam
Interests: bananas
Posts: 2,299
I made sprites already but if anybody wants to improve them they are welcome.

In the top right next to the snake:
https://raw.githubusercontent.com/andrewtweber/ivan/skeleton...

And the skull above the lyre of charm:
https://raw.githubusercontent.com/andrewtweber/ivan/skeleton...

fejoa, that sounds exactly what I was planning.

The only thing I have left is ensuring that it only spawns in TX, how do I do that? I have `IsCatacombCreature = true`
Nov 17, 2017, 5:06 pm
#5
Joined: Dec 11, 2008
Posts: 1,770
Hey that looks pretty good Cap!
System would indicate in graphic if person is mounted on horse or not.
Same system also show if person mounted on boar, elephant, polar bear etc.
Or if person mounted on ass.
Ivan find mounting on ass funny.
Nov 18, 2017, 12:11 am
#6
Joined: Sep 8, 2010
Occupation: Petty Functionary
Location: Drinking pea soup in the world map
Interests: Mangoes
Posts: 1,216
capristo wrote
The only thing I have left is ensuring that it only spawns in TX, how do I do that? I have `IsCatacombCreature = true`

I looked it up and it's similar to the vampire bat. Just add this line for the bone puppy in char.dat:

AllowedDungeons = { 2, XINROCH_TOMB, ATTNAM; }

and it should appear in either Xinroch's Tomb or the Attnamese Catacombs
Batman? wrote
its been so long since i had gotten that far i didnt think it through. arrrr!!!!!!
Nov 18, 2017, 12:46 am
#7
Joined: Dec 2, 2007
Location: New Attnam
Interests: bananas
Posts: 2,299
I just can't get any to spawn It must be related to the danger level, but I'm not sure if it's too strong or too weak. I set it to be a little stronger than a normal puppy.

It's tough because I'm in wizard mode, I'm trying to simulate a character who had just gone through UT by upping my stats twice and giving myself basic equipment. I've only gotten 1 to spawn though
Nov 18, 2017, 12:24 pm
#8
Joined: Apr 2, 2014
Occupation: Navastating
Location: Aslona
Posts: 764
You also set them to frequency 2000, while base frequency is 10 000. Removing their frequency line would set them to base frequency and make them spawn more often.
Nov 18, 2017, 2:39 pm
#9
Joined: Dec 2, 2007
Location: New Attnam
Interests: bananas
Posts: 2,299
Ok I was confused because spider silk was set to 10,000 frequency but I guess it makes sense - it's guaranteed to spawn but unique.

How do skeletons and zombies show up so often? They are both set to frequency 500

Anyways i tried all of these things:
* removing Frequency
* range of Frequency from 500 - 5,000
* range of BaseBiteStrength from 200 - 600
* range of CWeaponSkillHits from 20 - 200
* most testing done in Catacombs where the # of other monsters that can spawn is limited
* raised and lowered stats from ~10 to ~20, and healed (waited) for long periods so that monsters could spawn

No matter what I tried to change my danger level and the puppy's strength, I only had 1 skeleton puppy spawn randomly
Nov 18, 2017, 3:18 pm
#10
Joined: Apr 2, 2014
Occupation: Navastating
Location: Aslona
Posts: 764
capristo wrote
How do skeletons and zombies show up so often? They are both set to frequency 500

I think the game considers zombies/skeletons of each type separately, ie. zombie of a female tourist has frequency 500, but given how many different zombie types exist, some kind of zombie will have a much higher effective frequency.

IDK about the spawning, it's weird sometimes. I had a game where I found 3 or 4 Saal'thul even though they have the lowest possible possibility of 1, yet I didn't encounter a single cloak of fire resistance. It might be similar with creatures - sometimes you will see none in a whole game, sometimes they will be around each corner.
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