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_dag.creature (found in Game_Elem/Creature/fauna/Parent_creature_prototype/)

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<PARENT Filename="_formuli.creature"/

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> <--

...

no

...

Idea...

...

haven't

...

looked

...

in

...

to

...

this

...

yet

...

<PARENT Filename="_ai_herbivore_craintif.creature"/

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> <--

...

general

...

herbivore

...

information

...

<PARENT Filename="_medium_slashing_armor_set.creature"/

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> <--

...

armor

...

set

...

the

...

creature

...

uses

...

(generic

...

here)

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<STRUCT>
   <STRUCT Name="Basics"

...

>
     <ATOM Name="Race"

...

Value="dag"/

...

>
     <ATOM Name="DamageLocalisationTable"

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Value="quadruped"/

...

>
     <ATOM Name="Size"

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Value="small"/

...

>
     <ATOM Name="Profile"

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Value="caster

...

healer"/

...

>
     <STRUCT Name="Scores"

...

>
       <ATOM Name="HitPoints"

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Value="very

...

low"/

...

>
       <ATOM Name="Sap"

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Value="default"/

...

>
       <ATOM Name="Stamina"

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Value="very

...

low"/

...

>
     </STRUCT>
     <STRUCT Name="Equipment"

...

>
       <STRUCT Name="Body"

...

>
         <ATOM Name="Item"

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Value="dag_light_slashing_chest.item"/

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> <--

...

basically

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the

...

same

...

as

...

a

...

player

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armor

...

       </STRUCT>
       <STRUCT Name="Legs"

...

>
         <ATOM Name="Item"

...

Value="light_slashing_legs.item"/

...

>
       </STRUCT>
       <STRUCT Name="Arms"

...

>
         <ATOM Name="Item"

...

Value="light_slashing_arms.item"/

...

>
       </STRUCT>
       <STRUCT Name="Hands"

...

>
         <ATOM Name="Item"

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Value="light_slashing_hands.item"/

...

>
       </STRUCT>
       <STRUCT Name="Feet"

...

>
         <ATOM Name="Item"

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Value="light_slashing_feet.item"/

...

>
       </STRUCT>
       <STRUCT Name="Head"

...

>
         <ATOM Name="Item"

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Value="light_slashing_head.item"/

...

>
       </STRUCT>
     </STRUCT>
     <STRUCT Name="MovementSpeeds"

...

>
       <ATOM Name="WalkSpeed"

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Value="&quot;3d

...

data.Scale&quot;*1.1"/

...

>
       <ATOM Name="RunSpeed"

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Value="&quot;3d

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data.Scale&quot;*3.536918"/

...

>
     </STRUCT>
   </STRUCT>
   <STRUCT Name="3d

...

data"

...

>
     <ATOM Name="Skel"

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Value="TR_MO_Dag.skel"/

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>
     <ATOM Name="AnimSetBaseName"

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Value="dag"/

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> <--

...

this

...

defines

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what

...

animations

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will

...

be

...

used

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     <ATOM Name="LodCharacterName"

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Value="TR_MO_dag_LOD"/

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>
     <ATOM Name="LodCharacterDistance"

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Value="50.0"/

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>
     <ATOM Name="NamePosZLow"

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Value="0.5"/

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> <--

...

position

...

of

...

the

...

name

...

label

...

in

...

scene

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     <ATOM Name="NamePosZNormal"

...

Value="0.7"/

...

>
   </STRUCT>
   <STRUCT Name="Harvest"

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> <--

...

MP

...

values

...

define

...

what

...

can

...

be

...

looted

...

   <STRUCT Name="MP1"

...

>
     <ATOM Name="Name"

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Value="dag

...

meat"/

...

>
   </STRUCT>
   <STRUCT Name="MP2"

...

>
     <ATOM Name="Name"

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Value="dag

...

canines"/

...

>
   </STRUCT>
   <STRUCT Name="MP3"

...

>
     <ATOM Name="Name"

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Value="dag

...

tongue"/

...

>
   </STRUCT>
</STRUCT>
<STRUCT Name="Collision"

...

>
   <ATOM Name="CollisionRadius"

...

Value="0.32"/

...

> <--

...

defines

...

the

...

"outline"

...


...

</STRUCT>
<ATOM Name="attack_list1"

...

Value="dag.attack_list"/

...

> <--

...

the

...

list

...

of

...

attacks

...

the

...

creature

...

has

...

</STRUCT>


_dag_for.creature (found in Game_Elem/Creature/fauna/Ecosystem/forest/)

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<PARENT Filename="_dag.creature"/

...

> <--

...

the

...

parent

...

file

...

<STRUCT>
  <STRUCT Name="Basics"

...

>
    <ATOM Name="Ecosystem"

...

Value="Forest"/

...

> <--

...

obvious

...

    <STRUCT Name="Scores"

...

>
      <ATOM Name="HitPoints"

...

Value="default"/

...

>
      <ATOM Name="Stamina"

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Value="default"/

...

>
    </STRUCT>
    <STRUCT Name="Equipment"

...

>
      <STRUCT Name="Body"

...

>
        <ATOM Name="Texture"

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Value="Jungle/High

...

Quality/Old"/

...

> <--

...

you

...

can

...

override

...

these

...

in

...

the

...

creature

...

itself

...

      </STRUCT>
    </STRUCT>
  </STRUCT>
  <STRUCT Name="3d

...

data"

...

>
    <ATOM Name="Skel"

...

Value="TR_MO_Dag.skel"/

...

> <--

...

all

...

dags

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have

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this

...

skel,

...

even

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if

...

the

...

shapes

...

differ

...

  </STRUCT>


chdfa1.creature (found in Game_Elem/Creature/fauna/bestiary/forest/)

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<PARENT Filename="_dag_for.creature"/

...

>
<PARENT Filename="dag_attack.creature"/

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> <--

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parent

...

files

...

<PARENT Filename="_chdfa1_mp.creature"/

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> <--

...

defines

...

the

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possible

...

loot

...

for

...

this

...

creature

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<STRUCT>
  <STRUCT Name="Basics"

...

>
    <ATOM Name="PlayerSkillLevel"

...

Value="1"/

...

>
    <ATOM Name="NbPlayers"

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Value="1"/

...

>
    <ATOM Name="PlayerHpLevel"

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Value="1"/

...

>
    <ATOM Name="NbHitToKillPlayer"

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Value="15"/

...

>
    <STRUCT Name="Characteristics"

...

> <--

...

creature

...

stats

...

      <ATOM Name="Constitution"

...

Value="5"/

...

>
      <ATOM Name="Metabolism"

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Value="5"/

...

>
      <ATOM Name="Intelligence"

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Value="5"/

...

>
      <ATOM Name="Wisdom"

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Value="5"/

...

>
      <ATOM Name="Strength"

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Value="5"/

...

>
      <ATOM Name="WellBalanced"

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Value="5"/

...

>
      <ATOM Name="Dexterity"

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Value="5"/

...

>
      <ATOM Name="Will"

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Value="5"/

...

>
      <ATOM Name="DynamicEnergyValue"

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Value="0.00126"/

...

> <--

...

don't

...

know

...

:(

...

    </STRUCT>
    <STRUCT Name="MovementSpeeds"

...

>
      <ATOM Name="WalkSpeed"

...

Value="2.5"/

...

>
      <ATOM Name="RunSpeed"

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Value="5"/

...

>
      <ATOM Name="GroupDispersion"

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Value="0.7"/

...

> <--

...

how

...

close

...

they

...

stay

...

to

...

another

...

    </STRUCT>
    <ATOM Name="life"

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Value="10"/

...

> <--

...

more

...

stats

...

    <ATOM Name="AttackSpeed"

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Value="3"/

...

>
    <ATOM Name="LifeRegen"

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Value="0.109589041"/

...

>
    <ATOM Name="AttackLevel"

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Value="1"/

...

>
    <ATOM Name="DefenseLevel"

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Value="1"/

...

>
    <ATOM Name="XPLevel"

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Value="1"/

...

>
    <ATOM Name="TauntLevel"

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Value="0"/

...

>
    <ATOM Name="MeleeReachValue"

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Value="0"/

...

>
    <ATOM Name="RegionForce"

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Value="1"/

...

>
    <ATOM Name="ForceLevel"

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Value="1"/

...

>
    <ATOM Name="LocalCode"

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Value="1"/

...

>
    <ATOM Name="DodgeAsDefense"

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Value="true"/

...

>
  </STRUCT>
  <STRUCT Name="3d

...

data"

...

>
    <ATOM Name="Skel"

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Value="TR_MO_Dag.skel"/

...

> <--

...

creature

...

skeleton

...

file

...

    <ATOM Name="Scale"

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Value="1.3"/

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> <--

...

how

...

big

...

the

...

creature

...

will

...

be

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    <ATOM Name="SoundFamily"

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Value="0"/

...

>
    <ATOM Name="SoundVariation"

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Value="0"/

...

>
    <ATOM Name="ForceDisplayCreatureName"

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Value="true"/

...

>
  </STRUCT>


following in the file is a MP list of lootable materials, continued by a lot of creature
stats that you can edit with georges editor.

dag_light_slashing_chest.item (found in Game_elem/items/armor/creature_armor/creature_body_armor_specific/)

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<PARENT Filename="_creature_armor.item"/

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> <--

...

default

...

xreature

...

armor

...

info

...

<STRUCT>
  <STRUCT Name="basics"

...

>
    <STRUCT Name="EquipmentInfo"

...

>
      <ARRAY Name="EquipmentSlots"

...

>
        <ATOM Name="chest"

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Value="Chest"/

...

> <--

...

the

...

armor

...

slot

...

to

...

be

...

equipped

...

      </ARRAY>
    </STRUCT>
  </STRUCT>
  <STRUCT Name="armor"

...

>
    <ATOM Name="Armor

...

category"

...

Value="light"/

...

> <--

...

type

...

of

...

armor

...

(l/m/h)

...

  </STRUCT>
  <STRUCT Name="3d"

...

>
    <ATOM Name="shape"

...

Value="TR_MO_Dag.shape"/

...

> <--

...

the

...

shape

...

of

...

your

...

creature!!

...

  </STRUCT>

Anim files:

for the animations there's a whole set of files.

...

entities.animset_list (found in game_element/anim/anim_set/

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<STRUCT>
  <ARRAY Name="list"

...

>
    <ATOM Name="fy_hof"

...

Value="fy_hof.animset_mode"/

...

>
    <ATOM Name="fy_hom"

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Value="fy_hom.animset_mode"/

...

>
    <ATOM Name="dag"

...

Value="dag.animset_mode"/

...

> <--

...

defines

...

the

...

dag

...

animation

...

set

...

    <ATOM Name="kamiguard"

...

Value="kamiguard.animset_mode"/

...

> <--

...

added

...

this

...

for

...

a

...

new

...

creature

...

  </ARRAY>
</STRUCT>


_pet.animset_mode (found in game_element/anim/anim_set/pet/)

...

dag_*__.animset :
*_ in this case can be :alert, combat, death, default, eat, hungry, rest.

part of a file :

...

<STRUCT Name="idle"

...

> <--

...

this

...

specific

...

struct

...

is

...

for

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the

...

"idle"

...

mode

...

  <ARRAY Name="animations"

...

>
    <STRUCT>
      <ATOM Name="filename"

...

Value="TR_MO_dag_idle.anim"/

...

>
    </STRUCT>
    <STRUCT>
      <ATOM Name="filename"

...

Value="TR_MO_dag_idle1.anim"/

...

>
    </STRUCT>
    <STRUCT>
      <ATOM Name="filename"

...

Value="TR_MO_dag_idle2.anim"/

...

>
    </STRUCT>
    <STRUCT>
      <ATOM Name="filename"

...

Value="TR_MO_dag_idle_aboie.anim"/

...

>
    </STRUCT>
    <STRUCT>
      <ATOM Name="filename"

...

Value="TR_MO_dag_levelapatte.anim"/

...

>
    </STRUCT>
    <STRUCT>
      <ATOM Name="filename"

...

Value="TR_MO_dag_idle_gratte.anim"/

...

>
    </STRUCT>
  </ARRAY>
  <ATOM Name="LodCharacterAnimation"

...

Value="TR_MO_dag_idle.anim"/

...

>
</STRUCT>


The files have structs for all sorts of modes, like idle, eat, attack, death...
Each struct defines the different animations a creature can do when in that specific mode.
Each creature has different animations. It is possible to use animations for a different creature,
but unless both use the same skeleton file, the results may be less than impressive. In some cases
the creature ends up unrecognizably maimed. Tha animations also define how high the creature is
above the ground. Using the wrong animations can cause a creature to be underground of float above it.
If you are editing a creature to make a new one: you can leave out animations in a mode if the
new creature has less animations that suit this mode. Or you can use an animation a few times, to
increase the odds this animation is used in the specific mode.

...

dag_attack.actionlist (found in Game_elem/Creature/NPC/bestiary/actionlist/)

...

<STRUCT>
  <ARRAY Name="actions"

...

>
    <ATOM Value="dag_attack.aiaction"/

...

>
    <ATOM Value="default_fauna_attack_slash.aiaction"/

...

>
    <ATOM Value="default_fauna_attack_slash.aiaction"/

...

>
    <ATOM Value="default_fauna_attack_slash.aiaction"/

...

>
    <ATOM Value="default_fauna_attack_slash.aiaction"/

...

>
    <ATOM Value="default_fauna_attack_slash.aiaction"/

...

>
    <ATOM Value="default_fauna_attack_slash.aiaction"/

...

>
    <ATOM Value="default_fauna_attack_slash.aiaction"/

...

>
    <ATOM Value="default_fauna_attack_slash.aiaction"/

...

>
    <ATOM Value="default_fauna_attack_slash.aiaction"/

...

>
  </ARRAY>

As you can see, the dag uses the default aiaction a lot.

dag_attack.aiaction (found in Game_elem/Creature/NPC/bestiary/aiaction/)

...

<PARENT Filename="default_fauna_attack_slash.aiaction"/

...

> <--

...

parent

...

<STRUCT>
  <ATOM Name="ArmorAbsorptionFactor"

...

Value="1"/

...

>
  <ATOM Name="Behaviour"

...

Value="CREATURE_ATTACK_0"/

...

>
  <ATOM Name="DurationType"

...

Value="Normal"/

...

>
  <ATOM Name="EffectDurationType"

...

Value="Normal"/

...

>
</STRUCT>

As mentioned before, I don't know anything more about these files yet. I basically
rename the dag files (and references) to my new creature atm...
When I know more about the AI, I'll update it ;)