DwerBomb Posted February 27, 2014 Share Posted February 27, 2014 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? Link to comment https://forums.kleientertainment.com/forums/topic/31886-help-creating-an-already-existing-mob-counterpart/ Share on other sites More sharing options...
DwerBomb Posted February 28, 2014 Author Share Posted February 28, 2014 *cough* Link to comment https://forums.kleientertainment.com/forums/topic/31886-help-creating-an-already-existing-mob-counterpart/#findComment-421131 Share on other sites More sharing options...
EmielRegis Posted February 28, 2014 Share Posted February 28, 2014 (edited) 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. Edited February 28, 2014 by EmielRegis Link to comment https://forums.kleientertainment.com/forums/topic/31886-help-creating-an-already-existing-mob-counterpart/#findComment-421136 Share on other sites More sharing options...
DwerBomb Posted February 28, 2014 Author Share Posted February 28, 2014 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... Link to comment https://forums.kleientertainment.com/forums/topic/31886-help-creating-an-already-existing-mob-counterpart/#findComment-421140 Share on other sites More sharing options...
EmielRegis Posted February 28, 2014 Share Posted February 28, 2014 (edited) So the only problem would be the spawning...It may be also easy , i just never tryed to do this. Edited February 28, 2014 by EmielRegis Link to comment https://forums.kleientertainment.com/forums/topic/31886-help-creating-an-already-existing-mob-counterpart/#findComment-421142 Share on other sites More sharing options...
kraken121 Posted February 28, 2014 Share Posted February 28, 2014 It may be also easy , i just never tryed to do this.its not too hard if you know what you're doing Link to comment https://forums.kleientertainment.com/forums/topic/31886-help-creating-an-already-existing-mob-counterpart/#findComment-421167 Share on other sites More sharing options...
seronis Posted March 1, 2014 Share Posted March 1, 2014 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. Link to comment https://forums.kleientertainment.com/forums/topic/31886-help-creating-an-already-existing-mob-counterpart/#findComment-421296 Share on other sites More sharing options...
Darkness_PT Posted March 6, 2014 Share Posted March 6, 2014 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... Link to comment https://forums.kleientertainment.com/forums/topic/31886-help-creating-an-already-existing-mob-counterpart/#findComment-425090 Share on other sites More sharing options...
edwardtmclean03 Posted March 6, 2014 Share Posted March 6, 2014 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 Link to comment https://forums.kleientertainment.com/forums/topic/31886-help-creating-an-already-existing-mob-counterpart/#findComment-425220 Share on other sites More sharing options...
seronis Posted March 6, 2014 Share Posted March 6, 2014 Depending on how much you want to change color you can just apply a color filter and not have to create new art. Link to comment https://forums.kleientertainment.com/forums/topic/31886-help-creating-an-already-existing-mob-counterpart/#findComment-425408 Share on other sites More sharing options...
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