Creating a monster: Difference between revisions

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(Started off the article. Need to comment frame definitions and add the next monster.)
 
m (Fixed code not being in one big block.)
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  {
  {
     doomednum  30001    // This is the thing number used to place the object in a map.
     doomednum  30001    // This is the thing number used to place the object in a map.
 
     basictype  Monster  // This uses a predefined set of flags for this object. basictype Monster is equivalent
     basictype  Monster  // This uses a predefined set of flags for this object. basictype Monster is equivalent
                         // to setting cflags as SOLID | SHOOTABLE | COUNTKILL | FOOTCLIP | SPACMONSTER | PASSMOBJ.
                         // to setting cflags as SOLID | SHOOTABLE | COUNTKILL | FOOTCLIP | SPACMONSTER | PASSMOBJ.
 
     spawnhealth 30      // The amount of health the monster spawns with.
     spawnhealth 30      // The amount of health the monster spawns with.
     painchance  128      // The likelihood that the monster goes to a pain state if it is hit.
     painchance  128      // The likelihood that the monster goes to a pain state if it is hit.
                         // Percentage chance is (painchance/256)*100, so for this monster it would be 50%.
                         // Percentage chance is (painchance/256)*100, so for this monster it would be 50%.
 
     speed      8        //  
     speed      8        //  
 
     radius      20.0    // The radius and height set the physical size
     radius      20.0    // The radius and height set the physical size
     height      56.0    // of the object, for collision detection.
     height      56.0    // of the object, for collision detection.
 
     droptype    AmmoClip // The thingtype dropped by the monster when it dies.
     droptype    AmmoClip // The thingtype dropped by the monster when it dies.
 
     seesound    sawup    // The sounds made when the monster sees, attacks, is put in pain state, dies,
     seesound    sawup    // The sounds made when the monster sees, attacks, is put in pain state, dies,
     attacksound sawhit  // and makes ambient noise respectively. These particular sounds are defined by sounds.edf
     attacksound sawhit  // and makes ambient noise respectively. These particular sounds are defined by sounds.edf
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     deathsound  sawidl
     deathsound  sawidl
     activesound sawhit
     activesound sawhit
 
     obituary_normal "was turned to goo by a mutated zombie" // The message displayed when the player is killed by this
     obituary_normal "was turned to goo by a mutated zombie" // The message displayed when the player is killed by this
                                                             // monster, using a a projectile or other miscellaneous attack.
                                                             // monster, using a a projectile or other miscellaneous attack.
 
     acs_spawndata        // The identification number used by various parameterised specials, like Thing_Spawn.
     acs_spawndata        // The identification number used by various parameterised specials, like Thing_Spawn.
     {                    // it also limits the number to a game namespace. Heretic objects use "modes heretic"
     {                    // it also limits the number to a game namespace. Heretic objects use "modes heretic"
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       modes doom
       modes doom
     }
     }
 
     firstdecoratestate S_POSS_STND
     firstdecoratestate S_POSS_STND
     states
     states

Revision as of 07:29, 22 June 2016

Though not quite as easy as creating a simple decoration, creating a monster is still a relatively basic task. In this tutorial we will define two monsters: one which only uses IWAD assets, and one that uses brand new sprites. We will also start using includes in order to keep both these monsters in separate EDF lumps.

Much like creating a simple decoration, we will start by creating a text lump named EDFROOT, but for this tutorial we will also make another two text lumps called EZOMBIE and EARACORB. We will include these lumps in EDFROOT so that the monsters defined in the files can be used.

stdinclude("root.edf") // Includes the file base/root.edf, which in turns includes the other files
                       // that are required for definition of all sprites, sounds, things etc.

// New monsters:
lumpinclude("EZOMBIE")  // A new monster using already defined assets
lumpinclude("EARACORB") // A new monster using brand new sprites

Now we will start editing EZOMBIE to define on of our new monsters. For this tutorial we will start using DECORATE state syntax.

thingtype MutatedZombie
{
   doomednum   30001    // This is the thing number used to place the object in a map.

   basictype   Monster  // This uses a predefined set of flags for this object. basictype Monster is equivalent
                        // to setting cflags as SOLID | SHOOTABLE | COUNTKILL | FOOTCLIP | SPACMONSTER | PASSMOBJ.

   spawnhealth 30       // The amount of health the monster spawns with.
   painchance  128      // The likelihood that the monster goes to a pain state if it is hit.
                        // Percentage chance is (painchance/256)*100, so for this monster it would be 50%.

   speed       8        // 

   radius      20.0     // The radius and height set the physical size
   height      56.0     // of the object, for collision detection.

   droptype    AmmoClip // The thingtype dropped by the monster when it dies.

   seesound    sawup    // The sounds made when the monster sees, attacks, is put in pain state, dies,
   attacksound sawhit   // and makes ambient noise respectively. These particular sounds are defined by sounds.edf
   painsound   sawful   // and are the DeHackEd names for the chainsaw noises.
   deathsound  sawidl
   activesound sawhit

   obituary_normal "was turned to goo by a mutated zombie" // The message displayed when the player is killed by this
                                                           // monster, using a a projectile or other miscellaneous attack.

   acs_spawndata        // The identification number used by various parameterised specials, like Thing_Spawn.
   {                    // it also limits the number to a game namespace. Heretic objects use "modes heretic"
      num   255         // instead of "modes doom".
      modes doom
   }

   firstdecoratestate S_POSS_STND
   states
   @"
   Spawn:
      POSS AB 10 A_Look
      loop
   See:
      POSS AABBCCDD 4 A_Chase
      loop
   Missile:
      POSS E 10 A_FaceTarget
      POSS F  8 A_MissileAttack(MBFBetaPlasma1)
      POSS E  8 
      goto See
   Pain:
      POSS G 3
      POSS G 3 A_Pain
      goto See
   Death:
      POSS H 5
      POSS I 5 A_Scream
      POSS J 5 A_Fall
      POSS K 5
      POSS L -1
      stop
   XDeath:
      POSS M      5
      POSS N      5 A_XScream
      POSS O      5 A_Fall
      POSS PQRST  5
      POSS U     -1
      stop
   Raise:
      POSS KJIH 5
      goto See
   "@
}