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Character mods There are 13 replies
Original Message posted by est on 15/12/2012 at 3:44:10PM
I saw that David released a set of new characters back in April, and that got me thinking whether I could replicate any of it.  I read in another thread that David's intention is for the game to become fully moddable at some point, so I hope he doesn't mind that I have done this.  (David - if you do mind please let me know)

I did a little work this evening to figure out how things were tied together, and as a result I've created a new playable character that I enjoy playing, and I hope some others do too.  This character is a relatively newly-bitten werewolf.  He's not overly strong just yet, but he does have what I consider to be relatively normal werewolf properties.

Pros:
- fast
- regenerates
- resistances to poison and necrotic damage

Cons:
- vulnerable to silver
- can only wear necklaces and rings/wristbands

That last con requires a bit of honesty not to wear gloves in the wrist/hand slot, and also not to wear items in the "disabled" slots.  Not sure if the game supports completely disabling or locking slots yet, if there is a way please let me know.

I used the critter icon of the Brown Werewolf from the first floor of the "Mask of the Boy King" as a base, and modeled his stats on the Kodiak Spy from the April update.  I upped the hit rate but lowered the damage to represent his relative inexperience.  I swapped out the Kodiak's map-sense ability for the regen ability.  I also slapped up a couple of custom dodgy icons for the werewolf's claws and feet.  My original intent was to make a bunch of items to fill the greyed-out slots with disincentives to removing them, but then I realised that if any of them were destroyed by fire the character would probably become unplayable :(

I know that this character isn't going to be for everyone, but I hope it's at least fun for some.  I have a couple of other ideas in mind, so if there's call for it I might see if I can get another couple done soon.

Here's the link: Young Werewolf

Unzip it into your appdata folder and you should be good to go.  On XP this should be something like C:Documents and Settings(your username)Application DataHackSlashLootData

and on Windows 7 it'll be C:Users(your username)AppDataRoaming HackSlashLootData

Not really sure what it'd be under Mac of Linux, sorry.  If someone else could help out with that I'd much appreciate it.
 
 Replies To This Post:
 
David Williamson
Moderator
on 18/12/2012 at 2:38:24PM
Total Posts: 2
Est has named all the common properties. I'll just quickly fill out the rest of the property list. These are the same for creatures and items, although some only work on either creature or item.

1 = Reserved. I'll explain this more at a later date.
2 = Map.
4 = Swift.
8 = Shadeform.
16 = Player/Friendly. Creatures only.
32 = Doppelganger. Creatures only. Only useful when making monsters.
64 = Spawning/Cloning. The player/monster will spawn clones of themselves.
128 = Regeneration.
256 = Teleport. Items only.
512 = Dispel enchantments. Items only.
1024 = Resurrection.
2048 = Magic resistance.
 
Leoloop
on 18/12/2012 at 11:38:14AM
Total Posts: 12
Also, you didn't mention anything about the items on how to make them not invisible? I finished the .png part of the character and it looks really nice. Can't wait to show you! And yeah we definitely have a VERY different time zone so sorry to bug you.
 
est
on 18/12/2012 at 11:36:14AM
Total Posts: 2
Great, man.  Glad you like the Shaman :) If you want any more info while you're making your character let me know and I'll do my best to help out, ok?  Just keep in mind that I am in Australia, so our timezones might not match up as well as they do at the moment, so my replies might have a little lag to them :)
 
Leoloop
on 18/12/2012 at 11:27:52AM
Total Posts: 12
The orc shaman is awesome! You are really good at making characters! Once I finish mine I will put a link for it so you can try it out.
 
est
on 18/12/2012 at 11:12:44AM
Total Posts: 2
Hi all,

Here's the updated pack with an Orc Shaman.  She favors shooting fireballs with her Juju Stick, but in a pinch she'll be able to rumble in melee, so long as you find her a weapon first.

est pack r2

Cheers,
est

edit: oh hey, sorry I didn't see your post until after I updated.

To change the effects on a character look for the following line in the xml code:

<field name="baseProp" type="int">148</field>

The "148" there is the sum of the different bitflags that David uses for the effects.  Here's a quick list of the ones that I know about:

1    = *Not sure yet*
2    = Scout/Spy (ie: pre-knowledge of the map)
4    = swift
8    = shadeform
16   = signifies a player character. (you should include this by default unless you want all enemies to befriend you)
32   = *Not sure yet*
64   = *Not sure yet*
128  = regeneration
256  = *Not sure yet*
512  = *Not sure yet*
1024 = extra life (the necromancer uses this)
2048 = magic resistance

So taking my example there: player character (16) + swift (4) + regeneration (128) = a baseProp of 148

To remove both effects set it to 16.  To remove both, then add (for example) magic resistance to your mini-dragon, use 16 + 2048 = 2064.

Hope that makes sense!  Please let me know if it doesn't!
 
Leoloop
on 18/12/2012 at 11:09:45AM
Total Posts: 12
Thanks for the advice! I figured out a few things about the .xml and I am using your Young Werewolf as the base of my character that I am making-Minidragon. I'm having a few problems though. I'm not sure how to make it so you can use the items that you blocked out, and I don't want my character starting out with any items but a staff with fire on it. Also, how do I change the regeneration and swiftness? Thanks in advanced!
 
est
on 18/12/2012 at 5:05:59AM
Total Posts: 2
Thanks David.  Most of it was working backwards from the xml files in the April pack you released, as well as looking into the snapshot.xml to figure out what was going on for the effects, etc. 

About your use of bitflag values for the effects, were you influenced by MUDs at all?  I remember looking at some Circle and TinyMUD code aaages ago and marveling at all the bitwise ops, realising it was a really cool way to do it.

Great game, by the way.  At the moment I think I've got about 40 hrs played on my main computer.  Not a bad return for the price!


Leoloop: until David makes the guide in the new year, the best thing you can do to help understand how things tie together is to download the April release (which I think you already have, if I remember correctly) and take a look at the XML files and how they relate to the PNG images in the pack.  Perhaps looking at the original werewolf zip I put out would be better, because it's extremely simple, so it'll be easier to see what's going on.

Each item or character avatar is an 8x8 sprite in one of the PNG spritesheets.  To reference it you set the "set" field to the name of the png you want to use, and the "icon" number to where it is in the sequence of sprites, and starting from 0 instead of 1.

Another thing is to start playing a game, get a few items and effects, then exit out of HSL and examine the snapshot.xml file in your data folder to see if it starts to make any sense for you.  That file is what HSL uses to "remember" the current state of the game so that you can continue playing it later.  The topmost sections will have the current state of your character, what items they are carrying, etc.

Good luck!
 
David Williamson
Moderator
on 17/12/2012 at 4:21:49PM
Total Posts: 2
Excellent work est. You seem to have worked out how most of it is done. In the new year I'll do a guide into making new characters, items, dungeon themes, etc.
 
Leoloop
on 17/12/2012 at 2:44:03PM
Total Posts: 12
dude these are awesome! i wish i knew how to make them... do you have any tips/advice for me if i want to make some?
 
est
on 17/12/2012 at 11:50:53AM
Total Posts: 2
Ok, have a small update to share tonight.

The new pack includes both an updated version of the werewolf and the Ghost Dog character.

Download here

I thoroughly recommend playing Ghost Dog as if you are a dumb dog just chasing after things that look interesting.  Also it is exceedingly sad when Ghost Dog dies :(
 
est
on 17/12/2012 at 3:00:15AM
Total Posts: 2
Thanks man, glad you like it.  I'm making some more, but it's a little slow if I want to do them right.

Characters I'm working on at the moment are:

Ghost Dog
Kinda silly idea I had for a character who is exactly what it sounds like - a dog that is a ghost.  He'll be ethereal by default, only able to wear neck/collar type items, will have a necrotic bite attack and be resistant to necrotic / vulnerable to divine damage.  Have already made the sprite for this guy by taking the existing "hound" sprite and recolouring it the way David does the existing ghosts/spirits.  I'm basing his stats on existing dogs, just got to play with it a bit to see if it works as-is.

Ratling Wanderer
Sprite based on the Ratling Lord, thinking that he uses a fighting staff, but not 100% on that.  Still trying to figure this out more.

Orc Shaman
Sprite based on the goblin casters, ears removed, recoloured & given a purple robe.  Want him/her to have a skull staff and be a magic+some melee character.

Will let you know once they are done.  Will probably wrap them up into the same resources to save the number of separate png files I need to make available.
 
Leoloop
on 16/12/2012 at 2:19:13PM
Total Posts: 12
MAKE MOAR plz :3
 
Leoloop
on 16/12/2012 at 2:15:35PM
Total Posts: 12
I love you.