Find the duplicate button on the top line.Ĭlick Duplicate to bring up the misleadingly named "New Event" dialog. This is the effect we're basing our new attack on. Save your work! Now go to the Effects view (Control+2) and search for "mysticRecipeWildGrasp". This is referring to the ability, which we're about to create. Make sure to save the aspect to your mod.Įdit the name and blurb to be more appropriate, and edit the effects->0 node to say "monster_GraspingVinesAbility". We'll use the exact name we entered before, "monster_GraspingVines". Press the duplicate buttonĪnd fill out the New Aspect dialog. I'll use "drauven_stormsend", because it's a simple ability. Head over to the Aspects view (Control+3) and find an aspect to duplicate. In the aspects section, let's add an entry called "monster_GraspingVines". Next, I want to add a new ability, "grasping vines," based on the mystic "wild grasp" recipe. Save your work! (Control+S) Step 4: Make a new Ability I'll edit the stats, set the scale to 1, and also enter a name and blurb: You can edit the guardian's stats in the stats section by clicking on the values and entering new values. The picture in the upper left should now show our version: Use the box at the top left to search for our image by name: That will bring up a big list on the left of all the "figure" images in the game. At the very bottom, expand the skin->0->image-> nodes.Ĭlick on the misc/forestGuardian line. Now we'll change the image to use our "corrupt" version. It will be using the new ID, but otherwise it's a total copy of the old monster. Let's call it "hotf_corruptedGuardian." Make sure to save it to your mod, as well. ![]() That will bring up the New Monster dialog. On the very top row, to the right there are three buttons, Copy, Duplicate, and Delete. Let's start with the actual Forest Guardian. The best way to make a new monster is to base it on an existing monster. From here you can see all the monsters that are defined in the game. Make sure that the Heart of the Forest mod is enabled in the Mods control in the upper left. Press F10 or click Content Editor to open up the editor view. Step 2: Create the monsterĬombat Lab is great for testing out monsters and combat abilities, because you can control both sides of the fight. The guardian should have about 16 health, 2-3 armor, take up 2 tiles, and otherwise be a fairly standard mob. I want the forest guardian to have a free attack based on Wild Grasp, that can pull heroes out of position, and a standard melee attack to follow up with. png file, usually 512x512, or 1024 x1024 for larger monsters, and should be placed in the mod under /assets/figures/images/ You should be able to make your own unique monster by following the same basic process. ![]() * A picture of a monster? Step 1: Make a Planįor this article I want to make a "corrupted forest guardian" to insert into our "Heart of the Forest" fight from part 2. * Java (64 bit) in order to run the dev tools ![]() ![]() How To: Create a Custom Monster in Wildermyth We have a tools-and-modding channel just for this, and I'll be thrilled to answer your questions and help however I can. If you decide to give this a shot, find me on Discord. Some of this stuff is documented on the wiki, and some needs to be. The tools I'm going to show you today are under active development, but they work right now and they're only getting better. Our philosophy is to put as much storytelling power into your hands as possible, and part of that is exposing our tools so that you can craft your own stories inside the game. Wildermyth is a mythmaking tactical RPG currently in beta. This is part 3 of a series where I'll teach you how to write and implement your own "main story" for Wildermyth.
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