DSB monsters description

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Adamo
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DSB monsters description

Post by Adamo »

If anybody wants to compare original and DSB monster values...
To display the code tables properly, you must maximalize the web browser window!

DSB monsters description:

Code: Select all

No NAME       CLASS     H.P PR AW BR A_R A_D SR FR QUI B_P POI ARM A_F A_P A_D XP HH DS DD PS AT

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00 Mummy      Humanoid  33  4  2  9  17  -5  19 .  40  20  .   25  20  m   m   4  24 16 2  66 PH
01 Screamer   Edible    165 1  2  15 60  -15 27 90 5   5   .   5   22  64  m   0  16 16 2  90 WI
02 Rockpile   Beast     50  3  4  12 75  -20 50 .  10  40  5   170 80  28  m   5  8  12 2  .  PI
03 Trolin     Humanoid  20  3  3  4  13  -5  12 .  41  25  .   28  24  12  m   1  24 16 2  50 PH
04 Ant Man    Humanoid  20  3  3  4  13  -5  12 .  41  25  .   28  24  12  m   1  24 16 2  50 PH
05 Worm       Edible    70  1  8  10 18  +1  9  39 35  45  35  72  40  52  m   5  8  24 3  50 PI
06 Worm2b     Edible    70  1  8  10 18  +1  9  39 35  45  35  72  40  52  m   5  8  24 3  50 PI
07 Worm2y     Edible    70  1  8  10 18  +1  9  39 35  45  35  72  40  52  m   5  8  24 3  50 PI
08 Wasp       Flying    8   2  4  15 2   +10 9  3  150 20  10  180 8   4   m   9  24 16 2  10 PI
09 Muncher    Flying    8   2  4  15 2   +10 9  3  150 20  10  180 8   4   m   9  24 16 2  10 PI
10 Ghost      NonMat    30  3  4  6  11  +5  7  4  80  55  .   15  360 m   52  6  .  16 2  .  WI
11 Rive       NonMat    30  3  4  6  11  +5  7  4  80  55  .   15  360 m   52  6  .  16 2  .  WI
12 Swampslime Slime     110 2  2  10 15  +17 14 19 20  80  .   20  32  256 m   3  .  24 3  75 PH
13 Slimedevil Slime     110 2  2  10 15  +17 14 19 20  80  .   20  32  256 m   3  .  24 3  75 PH
14 Couatl     Flying    39  3  3  3  5   +5  3  4  88  90  90  42  26  28  m   7  24 48 6  45 PI
15 Wizard eye Flying    40  8  2  10 10  +11 3  11 80  58  .   30  26  64  m   6  24 32 4  32 AM
16 Gazer      Flying    40  8  2  10 10  +11 3  11 80  58  .   30  26  64  m   6  24 32 4  32 AM
17 Skeleton   Humanoid  20  3  1  9  7    .  6  .  80  22  .   22  32  m   m   1  24 16 2  .  PI
18 StoneGolem Humanoid  120 3  1  15 30  -7  .  .  35  219 .   240 768 m   m   11 24 48 6  .  PH
19 Giggler    Beast     12  6  3  1  3   +2  3  7  110 10  .   50  8   32  m   1  8  16 2  70 ST
20 Pain Rat   Edible    101 4  5  15 9   -1  7  16 65  90  .   45  42  78  m   8  8  24 3  50 PI
21 Hell Hound Edible    101 4  5  15 9   -1  7  16 65  90  .   45  42  78  m   8  8  24 3  50 PI
22 Vexirk     Humanoid  33  5  3  5  10  +10 26 .  90  75  .   47  32  18  m   9  16 16 2  35 AM
23 Vexirk2    Humanoid  33  5  3  5  10  +10 26 .  90  75  .   47  32  18  m   9  16 16 2  35 AM
24 Ruster     Beast     60  2  2  3  20  -2  11 24 30  30  .   100 48  28  m   3  8  24 3  50 PH
25 Scorpion   Beast     150 3  1  9  8   +12 9  13 55  150 240 55  52  48  m   9  16 64 4  60 PI
26 WaterElem. NonMat    144 2  2  7  25   .  32 .  50  66  .   75  m   128 m   6  .  32 2  .  PH
27 AnimArmour Humanoid  60  5  1  15 14  -7  11 15 70  105 .   140 m   m   m   10 24 16 2  .  PI
28 DethKnight Humanoid  60  5  1  15 14  -7  11 15 70  105 .   140 m   m   m   10 24 16 2  .  PI
29 Oitu       Beast     77  2  5  6  15  +16 11 11 60  130 .   33  32  48  m   9  16 64 4  .  PI
30 Gr. Oitu   Beast     77  2  5  6  15  +16 11 11 60  130 .   33  32  48  m   9  16 64 4  .  PI
31 Material.  NonMat    33  8  2  7  5    .  9  4  65  61  .   45  128 m   16  12 .  24 3  60 AM
32 Zytaz      NonMat    33  8  2  7  5    .  9  4  65  61  .   45  128 m   16  12 .  24 3  60 AM
33 BlackFlame NonMat    80  3  3  15 18   .  .  3  60  105 .   45  m   m   64  5  .  48 6  .  AF
34 Demon      Beast     100 4  3  15 10  +4  12 9  75  100 .   68  32  78  m   13 24 24 4  40 PH
35 ViperDemon Beast     100 4  3  15 10  +4  12 9  75  100 .   68  32  78  m   13 24 24 4  40 PH
36 Red Dragon Edible    255 5  5  7  14  +14 17 13 70  255 .   110 68  32  m   15 24 64 4  60 PI
37 Lord Chaos Chaos     1   8  3  3  12  +10 26 .  130 210 .   m   m   m   m   15 24 64 4  .  AM
VALUES:

H.P - hp
PR - perception
AW - awareness
BR - bravery
A_R - act_rate
A_D - attack_delay
SR - shift_rate
FR - flip_rate
QUI - quickness
B_P - base_power
POI - poison
ARM - armor
A_F - anti_fire
A_P - anti_poison
A_D - anti_desew
XP - xp_factor
HH - hit_height
- The height at which a door hits the monster
DS - death_size
- The base size of the monster's death cloud of smoke
DD - death_delta
- The rate at which the monster's death cloud of smoke dissipates
PS - proj_stick
- The percantage chance for a projectile to "stick" in the monster
AT - attack_type (PH - physical, PI - piercing, WI - wisdom, AM - antimagic, ST - steal, AF - antifire)

NOTE: I changed 999 (max) values of armor, anti_fire, anti_poison and anti_desew to "m" (maximum or immune, as I think they`re immune), because it looks better in a table.

Code: Select all

No NAME       CLASS      S  COL N_B N_G NMT HVR MTR SMR CRF PRN SWM STP I_T IMM A_B N_F S_I P_R

Code: Select all

00 Mummy      Humanoid   1   #   #   .   .   .   .   .   .   .   .   #   .   .   .   .   .   .
01 Screamer   Edible     1   #   #   .   .   .   .   .   .   .   .   #   #   .   #   .   .   .
02 Rockpile   Beast      1   #   #   .   .   .   .   .   .   .   .   #   .   .   .   .   .   .
03 Trolin     Humanoid   1   #   #   .   .   .   .   .   #   .   .   .   .   .   .   .   .   .
04 Ant Man    Humanoid   1   #   #   .   .   .   .   .   #   .   .   .   .   .   .   .   .   .
05 Worm       Edible     2   #   #   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .
06 Worm2b     Edible     2   #   #   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .
07 Worm2y     Edible     2   #   #   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .
08 Wasp       Flying     1   #   #   .   .   #   .   .   #   .   #   .   .   .   .   .   .   .
09 Muncher    Flying     1   #   #   .   .   #   .   .   #   .   #   .   .   .   .   .   .   .
10 Ghost      NonMat     1   @   #   .   #   #   .   .   .   .   .   .   #   .   .   .   .   .
11 Rive       NonMat     1   @   #   .   #   #   .   .   .   .   .   .   #   .   .   .   .   .
12 Swampslime Slime      1   #   #   .   .   .   .   .   .   .   .   #   .   .   .   .   .   #
13 Slimedevil Slime      1   #   #   .   .   .   .   .   .   .   .   #   .   .   .   .   .   #
14 Couatl     Flying     4   #   #   .   .   #   .   #   .   .   #   .   .   .   .   .   .   .
15 Wizard eye Flying     1   #   #   .   .   #   .   .   #   .   .   .   #   .   .   .   .   #
16 Gazer      Flying     1   #   #   .   .   #   .   .   #   .   .   .   #   .   .   .   .   #
17 Skeleton   Humanoid   1   #   #   .   .   .   .   .   .   .   .   #   .   .   .   .   .   .
18 StoneGolem Humanoid   4   #   #   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .
19 Giggler    Beast      1   #   #   #   .   .   .   .   #   #   .   .   .   .   .   .   .   .
20 Pain Rat   Edible     2   #   #   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .
21 Hell Hound Edible     2   #   #   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .
22 Vexirk     Humanoid   1   #   #   .   .   #   .   #   #   .   .   .   .   .   .   .   .   #
23 Vexirk2    Humanoid   1   #   #   .   .   #   .   #   #   .   .   .   .   .   .   .   .   #
24 Ruster     Beast      2   #   #   .   .   .   .   .   .   .   .   #   .   .   .   .   .   .
25 Scorpion   Beast      4   #   #   .   .   .   .   .   #   .   .   .   .   .   .   .   .   .
26 WaterElem. NonMat     4   @   #   .   #   .   .   .   .   .   .   .   #   .   .   .   .   .
27 AnimArmour Humanoid   1   #   #   .   .   .   .   #   .   .   .   .   .   .   .   .   .   .
28 DethKnight Humanoid   1   #   #   .   .   .   .   #   .   .   .   .   .   .   .   .   .   .
29 Oitu       Beast      4   #   #   .   .   .   .   .   #   .   .   .   .   .   .   .   .   .
30 Gr. Oitu   Beast      4   #   #   .   .   .   .   .   #   .   .   .   .   .   .   .   .   .
31 Material.  NonMat     1   @   #   .   #   #   #   #   #   .   .   .   .   .   .   .   .   #
32 Zytaz      NonMat     1   @   #   .   #   #   #   #   #   .   .   .   .   .   .   .   .   #
33 BlackFlame NonMat     4   @   #   .   #   .   .   .   .   .   .   #   #   #   .   .   .   .
34 Demon      Beast      1   #   #   .   .   .   .   #   .   .   .   .   .   .   .   .   .   .
35 ViperDemon Beast      1   #   #   .   .   .   .   #   .   .   .   .   .   .   .   .   .   .
36 Red Dragon Edible     4   #   #   .   .   .   .   #   #   .   .   .   .   .   .   .   .   .
37 Lord Chaos Chaos      4   #   #   .   .   #   .   #   #   .   .   .   .   .   .   #   #   #
FLAGS ("#" = true, "." = false):

S - size (1, 2, 4)
COL - col (# = true, @ = nonmat_col)
N_B - no_bump
- Bumping into the monster doesn't make the "OOF!" sound and take off a small number of HP (true for all monsters by default)
N_G - no_group
- The monster will not form into groups with other monsters of its type
NMT - nonmat
- The monster is non-material
HVR - hover
- The monster is regarded as being in the air, and won't fall into pits.
MTR - materializing
- The monster can only be hurt by magic when its attack animation is being shown.
SMR - smart
- The monster will coordinate attacks with other monsters, and tends to remember the party's whereabouts longer.
CRF - crafty
- The monster will seek clever alternate routes for attack, rather than just charging in.
PRN - paranoid
- The monster will avoid being directly in the party's line of sight.
SWM - swarmy
- The monster will try to circle the party, attacking from the sides or back.
STP - stupid
- The monster will lose track of the party easily, as well as blundering into hazards.
I_T - instant_turn
- The monster can turn to face any direction instantly-- in effect, it has no facing and can attack all four sides equally.
IMM - immobile
- The monster cannot move.
A_B - attack_from_back
- The monster can attack party members even if it is in the back row of a monster group.
N_F - no_freeze
- The "Freeze Life" effect will not freeze this monster.
S_I - sees_invisible
- The monster ignores the party's invisibility spell.
P_R - prefer_ranged
- The monster favors using a ranged attack.

.........................................................................
Description strictly based on objects_Lua file.
NOTE: these tables is NOT a full description of DSB monsters!
.........................................................................

DM/CSB monster description:

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ID NAME     ARM B.H  Hpr A Msp Asp STR POI SR X1 AW CR X2 BR SK TL X3 MR PR AL SS ST

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00 Scorpion 55  150  55  4 8   20  150 240 3  5  1  1  11 9  9  2  6  7  8  4  5  2
01 Slime    20  110  20  3 15  32  80  15  2  3  1  3  9  10 3  3  2  4  14 4  8  3
02 Giggler  50  10   110 0 3   5   10  0   6  7  3  1  10 0  1  7  5  3  2  2  2  2
03 Eye      30  40   80  5 10  21  58  0   10 0  2  3  10 10 6  9  12 3  11 3  1  1
04 Hound    45  101  65  4 9   8   90  0   4  5  5  1  15 15 8  5  4  3  10 3  4  1
05 Ruster   100 60   30  3 20  18  30  0   2  3  2  1  8  3  3  4  3  8  5  5  6  2
06 Screamer 5   165  5   6 120 10  5   0   1  1  1  1  1  15 0  1  4  6  7  2  15 2
07 Rocks    170 50   10  4 185 15  40  5   3  6  4  1  4  12 5  2  3  14 6  4  15 1
08 Rive     15  30   80  6 11  16  55  0   3  2  4  1  4  6  6  4  8  12 15 6  1  1
09 Golem    240 120  35  3 21  14  219 0   3  2  0  1  15 15 11 3  7  15 15 3  15 4
10 Mummy    25  33   40  3 17  12  20  0   4  2  2  1  7  9  4  5  5  1  15 3  8  4
11 Flame    45  80   60  1 255 8   105 0   4  1  3  1  5  10 5  5  9  15 15 4  1  1
12 Skeleton 22  20   80  4 7   7   22  0   3  1  0  1  6  9  5  6  3  6  15 2  3  1
13 Coualt   42  39   88  4 5   10  90  100 3  4  3  1  4  3  7  5  8  3  6  2  1  1
14 Vexirk   47  44   90  5 10  20  75  0   5  3  3  4  2  5  9  13 11 5  3  4  6  6
15 Worm     72  70   35  4 18  19  45  35  1  10 10 1  11 10 5  1  3  9  11 3  5  2
16 Antman   28  20   41  3 13  8   25  0   3  4  3  1  8  4  1  2  1  2  3  2  3  3
17 Muncher  180 8    150 4 1   16  28  20  2  3  4  1  13 15 9  1  4  0  0  2  1  1
18 Knight   140 60   70  4 14  6   105 0   5  0  0  1  15 15 10 7  10 15 15 3  4  1
19 Zytaz    15  33   65  5 5   18  61  0   8  5  2  3  7  7  12 10 6  5  15 7  1  1
20 Water    75  144  50  3 25  25  66  0   1  8  3  1  9  7  6  7  7  10 14 5  4  3
21 Oitu     33  77   60  4 7   15  130 0   2  9  5  1  10 6  9  6  9  5  8  4  2  2
22 Demon    68  100  75  3 10  14  100 0   4  4  3  4  9  15 13 1  13 5  10 4  2  1
23 L.Chaos  255 180  130 5 12  22  210 0   9  6  3  6  7  3  15 15 15 11 15 4  6  5
24 Dragon   110 255  70  4 13  28  255 0   5* 4  6  2  12 7  15 1  13 12 6  5  4  4
25 L.Order  255 180  130 5 12  22  210 0   9  6  3  6  7  3  15 15 15 11 15 4  6  5
26 G.Lord   255 180  130 5 12  22  210 0   9  6  3  6  7  3  15 15 15 11 15 4  6  5
VALUES:

ARM - armour (0-255)
- The defense value of the monster.
B.H - base health (0-255)
- How much health a monster has when created via a monster generator actuator.
Hpr - hit probability (0-255)
- The base value for calculating whether or not a monster's attack hits or misses.
A - attack type:
1: Damage is modified by victim's anti-fire value,
2: The armor of the victim is halved when calculating damage (never used in original game, however can be used in custom games),
3: "Ordinary" attack,
4: Deals piercing damage (see armor editor),
5: Damage is modified by victim's anti-magic value,
6: Damage is modified by victim's wisdom value.
Msp - move speed (0-255)
- The minimum amount of time required to pass before a monster can move again.
Asp - attack speed (0-255)
- The minimum amount of time required to pass before a monster can attack again.
STR - strenght (0-255)
- The base value for how much damage the monster inflicts.
POI - poison (0-255)
- The amount of poison inflicted when the monster successfully hits a character.
SR - sightrange (0-15)
- How far the monster can see, used in AI calculations.
X1 - unknown/unused 1 (0-15)
- Unused/unknown (0-15)
AW - awareness (0-15)
- How far the monster can automatically detect the player and persue them.
CR - spell casting range (0-15)
- How far the monster can be to attack from a distance (cast spells).
X2 - unknown/unused 2 (0-15)
- Unused/unknown
BR - bravery (0-15)
- The monsters resistance to warcry/blow horn/brandish/etc.
SK - skill (0-15)
- The base value of experience that the monster gives.
TL - teleport (0-15)
- Not sure exactly, but when set to 15, allows the monster to "teleport" a few squares away (i.e. lord chaos).
X3 - unknown/unused 3 (0-15)
- Unused/unknown
MR - magic resistance (0-15)
- The resistance to magical spells/effects, 15 = immune.
PR - poison resistance (0-15)
- The resistance to poison effects (poison cloud/bolt), 15 = immune.
AL - attack lenght (0-15)
- Amount of time to display attack graphic.
SS - status speed (0-15)
- Probability of L/R mirroring and changing its X/Y shiftgroup in the same monster status (front), 15 = never changes L/R and X/Y.
ST - attack status speed (0-15)
- Probability of L/R mirroring and changing its X/Y shiftgroup in the same monster status (attack), 15 = never changes L/R and X/Y.
* - for CSB; in DM dragon spellrange is different

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ID NAME     AAS PBR AEP LEV NMT 1/4 1/2 DRI APR CSI CSD ATF

Code: Select all

00 Scorpion  .   .   .   .   .   #   .   .   #   .   .   .
01 Slime     .   .   .   .   .   #   .   .   #   .   .   .
02 Giggler   .   .   #   .   .   .   #   .   #   .   .   .
03 Eye       #   .   #   #   .   #   .   .   #   .   .   .
04 Hound     .   .   .   .   .   .   #   #   #   .   .   .
05 Ruster    .   .   .   .   .   #   #   .   #   .   .   .
06 Screamer  #   #   .   .   .   .   #   #   #   .   .   .
07 Rocks     .   .   .   .   .   .   #   #   .   .   .   .
08 Rive      #   .   #   .   #   .   .   .   .   #   #   .
09 Golem     .   .   .   .   .   #   .   #   .   .   .   .
10 Mummy     .   .   .   .   .   #   .   .   #   .   #   .
11 Flame     #   .   .   .   #   #   .   .   .   #   #   .
12 Skeleton  .   .   .   .   .   #   .   #   .   .   #   .
13 Coualt    .   .   .   #   .   #   .   .   #   .   #   .
14 Vexirk    .   #   #   #   .   #   #   .   #   .   .   #
15 Worm      .   .   .   .   .   #   #   #   .   .   .   .
16 Antman    .   .   .   .   .   #   .   #   #   .   .   .
17 Muncher   .   .   .   #   .   #   .   .   #   .   .   .
18 Knight    .   .   .   .   .   #   .   #   .   .   .   .
19 Zytaz     .   .   .   #   #   .   .   .   .   .   .   #
20 Water     #   #   #   .   #   #   .   .   .   .   #   .
21 Oitu      .   .   .   .   .   #   .   .   .   .   .   .
22 Demon     .   .   .   .   .   #   .   .   #   .   #   .
23 L.Chaos   .   #   .   #   .   #   .   .   .   #   #   #
24 Dragon    .   #   .   .   .   #   .   #   #   .   .   .
25 L.Order   .   #   .   #   .   #   .   .   .   #   #   #
26 G.Lord    .   #   .   #   .   #   .   .   .   #   #   #
FLAGS ("#" = true, "." = false):

AAS - can attack from all sides
- Monster can attack from front, back and side positions.
PBR - prefer back row
- Monsters that have this flag set will tend to hang back in the back row, whereas other monsters will step up to the front row when the party is near and they want to attack.
AEP - attack every position
- This flag allow monster to attack character on every possible position (NE, NW, SE, SW). <note: if If PBR and AEP flags are not set, or a 25% chance regardless, monster move to the front>.
LEV - levitates
- The monster will not fall through open pits.
NMT - nonmaterial
1. Non material monster ignores (walks through) every kind of closed doors (including RA doors).
2. Non material monster can be hit only by vorpal/disrupt.
3. All items and projectiles (except dispell) pass through the monster.
1/4 - short 1
- Adds 1/4 to door animation goes farther under a creature
1/2 - short 2
- Adds 1/2 to door animation goes farther under a creature
DRI - drops items
- The monster will drop a preset list of items, specified in the monster drop editor.
APR - absorb projectiles
- When hit by any item, the monster has a chance to automatically carry the item until death.
CSI - can see invicible
- The monster can see the party when under the affect of the Invisibility spell.
CSD - can see in darkness
- The monster's visibility is unaffected by the light level of the dungeon (In darkness, monster's sightrange is normally lowered)
ATF - antitelefraglismness
If a monster is moving to a square with an active teleporter that teleports monsters and the destination does not allow that kind of monster then it prevents the monster from entering the teleporter.
Note: Antitelefraglismness is not really a flag; it`s a 0-15 value,
but in fact it`s used as being a flag (values over 10 means it`s on, below - it`s off).
Last edited by Adamo on Tue Jan 12, 2010 2:54 pm, edited 6 times in total.
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Sophia
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Re: DSB monsters description

Post by Sophia »

This is good, Adamo. It should be useful to people editing dungeons in DSB. :)

I hope you don't mind, but I've edited your post a bit, adding descriptions to the monster flags to make it more clear what each flag means.
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Adamo
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Re: DSB monsters description

Post by Adamo »

Sure, no problem! But there are still some missing parts like power of fireball, plus I`m not sure, if there are any flags missing..? Double monsters, like wormA a and wormB, or zytaz and materializer, has exactly the same values and flags, but I put it in the table for any case for people who make their custom dungeons; they could just take the table for their own purposes, for example marking the changed factors red, change what they want to and publish the modified table if they want to.

Sophia, the tables are based on your latest objects_Lua file; if you make some changes in the AI of basic monsters (like adding an armor value to the skeleton or removing swarmy flag from a wasp), please change the values in the table too.
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Re: DSB monsters description

Post by Adamo »

I added DSB values ranges (Armor (0-255)) etc., but I`m pretty sure most are wrong! Could you correct them, Sophia? Thanx!

BTW - impressive work Sophia!! :O Monsters in DSB are even more advanced in original engine!!!

I didn`t add an attack zone table, because I`m not quite sure how it works.

I rearanged the code windows in first post so that now the flag/values names are visible all the time.
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Re: DSB monsters description

Post by ian_scho »

Adamo... This is terrible. You are actually missing a dot on the line "06 Screamer" in the last code block. Please correct this!

(Sarcastic English humour... Good job, mate!)
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Re: DSB monsters description

Post by Adamo »

corrected :D
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Re: DSB monsters description

Post by Sophia »

Adamo wrote:I added DSB values ranges (Armor (0-255)) etc., but I`m pretty sure most are wrong! Could you correct them, Sophia?
A lot of values don't have a real "range," because there's no actual maximum. For example, base HP is maximum of 255 in DM because in DM it's stored in one byte, which has a maximum value of 255. In DSB, it's stored as a Lua number, which has a much higher range, so you could make a much tougher monster if you wanted to.
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Re: DSB monsters description

Post by Gambit37 »

Which is the correct variable to change to increase a monster's walking speed?
It seems to be act_rate, but then quickness seems to affect it too. And what is shift_rate?
I could do with an explanation of the relationships between these values. :-)
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Re: DSB monsters description

Post by Sophia »

You were right the first time; act_rate controls how often the monster gets a turn. This governs both movement and attacking, but by giving the monster an attack_delay, you can make it attack less often than it moves. (Some monsters have a negative attack_delay because they attack faster than they move)

Anyway, quickness has nothing to do with movement. It's compared to the character's quickness (which is generated from dexterity and some other stuff I forgot) to see if the character can hit the monster.

shift_rate just determines how often a monster will randomly fidget around on the tile.
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