I have noticed in v0.28 that there is now a PROPERTIES parameter for cloned monsters, but as yet it doesn't accept anything. Is this for future expansion, to implement these kinds of ideas?1) TARGET on Death. When a monster is killed, how about activating the specified TARGET? This could have loads of possibilities.
2) SPEED=(XXX). Not sure how this would work, but at the moment if I want a superfast Oitu I have to clone a giggler, replace all it's bitmaps and change it to give Oitu attacks instead of Giggler attacks. This is a royal pain in the ass and bloats the RTC file with images that aren't necessary.
Enhanced monster capabilities
Moderator: George Gilbert
Forum rules
Please read the Forum rules and policies before posting. You may
to help finance the hosting costs of this forum.
Please read the Forum rules and policies before posting. You may
to help finance the hosting costs of this forum.
- Gambit37
- Should eat more pies
- Posts: 13791
- Joined: Wed May 31, 2000 1:57 pm
- Location: Location, Location
- Contact:
Enhanced monster capabilities
The original thread with these in was moved to the archive because part of it (SOUND_ON_DEATH) has now been implemented. Here's the other suggestions

- Gambit37
- Should eat more pies
- Posts: 13791
- Joined: Wed May 31, 2000 1:57 pm
- Location: Location, Location
- Contact:
I don't think any of these are developed yet. If you try putting anything in there, you get the error message:
As I hinted above, I think this is there to allow for future options... I really hope the speed thing can be done. And as you suggested, other stuff such as monster item drops and floating parameters would be cool....
Code: Select all
Cloned monster properties option "WHATEVER" not supported. None expectedYeah, i should have read the whole board before posting to your other post : )
The way i see it, the attributes currently would be
Corporeal - yes or no
Floating - yes or no
Items dropped - number, and random vs always
Speed - a number
Fear - a number
Level? - is it possible that certain monsters affect level experience? So a dragon inherently makes a level 'deeper' - if so, then this would be there too
Poison - yes or no
And the 'not expected' could just mean you don't have to explicitly define anything...the clone properties are carried automatically - you can have methods=() without error, thoguh to be fair methods=(wibble) does raise an alarm
The way i see it, the attributes currently would be
Corporeal - yes or no
Floating - yes or no
Items dropped - number, and random vs always
Speed - a number
Fear - a number
Level? - is it possible that certain monsters affect level experience? So a dragon inherently makes a level 'deeper' - if so, then this would be there too
Poison - yes or no
And the 'not expected' could just mean you don't have to explicitly define anything...the clone properties are carried automatically - you can have methods=() without error, thoguh to be fair methods=(wibble) does raise an alarm
- PicturesInTheDark
- Arch Master
- Posts: 1154
- Joined: Mon Aug 26, 2002 4:47 pm
- Location: Vienna, Austria
- Gambit37
- Should eat more pies
- Posts: 13791
- Joined: Wed May 31, 2000 1:57 pm
- Location: Location, Location
- Contact:
A lot of the stuff is only exposed during the cloning process for making new items/monsters. You can get this code by using George's editor. That's partly why he made it so we could see all the code generated.
Most of the actual code used for placing these items in the dungeon hasn't really changed much.
Most of the actual code used for placing these items in the dungeon hasn't really changed much.
- George Gilbert
- Dungeon Master
- Posts: 3022
- Joined: Mon Sep 25, 2000 11:04 am
- Location: London, England
- Contact: