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[help] creating an already existing mob counterpart


DwerBomb

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My idea was to add two variations of the deerclops in Binding Of Isaac style, aka champions enemies (I would edit deerclops texture and change it's color into yellow or red and change some stats). Both the counterparts would have a 15% possibility of spawing instead of a standard deerclops. The variations will be harder (Red one= more health, bit more damage; Yellow one= more speed, cannot sleep [if there is a way to do this], more sanity drain) but will have some disadvantages (Re one= less sanity drain; Yellow one= bit less damage).

 

How can I do this? Is there a way I can do this just by copying and editing deerclops scripts or is it harder than I think?

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My idea was to add two variations of the deerclops in Binding Of Isaac style, aka champions enemies (I would edit deerclops texture and change it's color into yellow or red and change some stats). Both the counterparts would have a 15% possibility of spawing instead of a standard deerclops. The variations will be harder (Red one= more health, bit more damage; Yellow one= more speed, cannot sleep [if there is a way to do this], more sanity drain) but will have some disadvantages (Re one= less sanity drain; Yellow one= bit less damage).

 

How can I do this? Is there a way I can do this just by copying and editing deerclops scripts or is it harder than I think?

I dont know much about spawning etc. Things like more health or more damage are just component settings, easly edited. More sanity drain and no sleeping also couldnt be hard to change. And yes, editing scripts is enough to do this.

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I dont know much about spawning etc. Things like more health or more damage are just component settings, easly edited. More sanity drain and no sleeping also couldnt be hard to change. And yes, editing scripts is enough to do this.

So the only problem would be the spawning...
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Its dead simple.  All you do is have a  PrefabPostInit()  and inside there check your random percent chance.  if it hits the range you want then you apply your differences to the deerclops. 

 

Drawback to this method is that without overloading any save/load routines the type of deerclops can change every time the player quits and reloads the game, if they save while a deerclops is still spawned that is.

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If you find how to do it, please post a tutorial or explain a little because I tried that with a spider. I copied everything from the spider and changed the name of the files and the name in the code to spider_red and when I spawned the new spider into the game, it didn't show any texture, the spider could attack me and follow me, but no texture at all...

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Theres 2 ways you could go about this, edit existing scripts to fit you idea or you could create new mod for new deerclops. However you will have to edit art for the mod, but you have to do that anyways if you want to change his color for your end result. It might be easier to edit existing prefabs but youd have to implement the new art with old art as well

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