Skeleton puppy

https://attnam.com/topics/Skeleton-puppy

The Cathedral of Attnam > IVAN Development

#1 Nov 16, 2017, 6:47 pm Hide

capristo

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?
#2 Nov 17, 2017, 5:29 am Hide

fejoa

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.
#3 Nov 17, 2017, 4:46 pm Hide

4zb4

I can do sprites if you'd like. I'll probably just rip off the puppy ones.
#4 Nov 17, 2017, 4:58 pm Hide

capristo

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`
#5 Nov 17, 2017, 5:06 pm Hide

4zb4

Hey that looks pretty good Cap!
#6 Nov 18, 2017, 12:11 am Hide

fejoa

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
#7 Nov 18, 2017, 12:46 am Hide

capristo

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
#8 Nov 18, 2017, 12:24 pm Hide

red_kangaroo

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.
#9 Nov 18, 2017, 2:39 pm Hide

capristo

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
#10 Nov 18, 2017, 3:18 pm Hide

red_kangaroo

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.