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Dynamic Golem, Monster and Undead Phenotype Race Sets


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#1
Carcerian

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Dynamic Golem, Monster and Undead Blooded Phenotypes

 

An example of new appearance.2da entries for adding more Hotu-style dynamic race golems, plus monster and undead blooded phenotypes.

 

Each Set has phenotype for Human/Half-Elf, Half-Orc, Halfling, Gnomes, Elves and Dwarves.

 

Golems = No Blood, Sparks on Hit (based on Hotu Dwark and Half-Orc Golems)

Monsters = Green Blood.

Undead = Yellow Blood.

 

New Entries and suggested appearance.2da line changes included in text file.

 

adding_golems_monsters_and_undead_dynamic_phenotypes.txt


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#2
Shadooow

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Can you deeper explain this or provide some screenshot of what this allows to do?

 

I never understood the Golem, Dwarf / Golem, Half-orc vanilla appearances, is this something similar?



#3
henesua

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I looked in your "model" column and you are using the same letters as are used for the standard dynamic races. Does this actually work? Don't have time to experiment right now... but if it does.... WOW!

 

Please post screenshots or something so we can wrap are heads around this.

 

Really amazing idea.



#4
Carcerian

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Plants vs Zombies:

 

2j2awj4.png

 

@Shadow

 

When you strike a Dynamic Human, Elf, etc, they spray red blood when hit, and leave red blood splatters on the ground.

 

However the Hotu Golem, Dwarf and Golem, Half-Orc both have no blood splatters, and spark like stone or metal on hit...

 

Thus I made similar entries for Human, Elf, Gnome, and Halflings...

 

Noticing the Blood color column has entries with Y (for yellowish green undead blood) and G (dark greenish blood) I made sets for those as well.

 

Sample Uses:

 

Golem (W): Metal Golems, Living Statues, Cyborgs, Androids.

 

Undead (Y): Palemasters, Plantling sap, Flesh Golems

 

Monster (G): Half-Orc PCs, Goblins, Acid blooded aliens, Vulcans

 

@Hen

 

Yes, these are fully PC dynamic races that use the standard sets of clothes, armor, animations as base dynamic races, with thin/fat options and  both genders fully supported, so no additional armor or body parts are needed, just the 2da line addtions.


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#5
Shadooow

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The issue that is confusing me the most is: how this is supposed to be a golem, goblin, etc. when it has a normal appearance of the human, dwarf etc.

 

If only thing this is doing is the blood color change with an intent to use with some "template" (in DnD terms) applied on PC such as undead, wouldnt be better to name this "Human, no blood" / "Human, white blood" / "Human, yellow blood" ?



#6
Carcerian

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You could use metal or stone skin colors for golems and androids, the scaled skin texture for yuan-ti purebloods, a lively verdant green for plant-folk, a sickly yellowish pallor for ghouls, etc, thats the beauty of the fact that they are dynamic races :)

 

(And yes you could name them with whatever style that best fits your method of organization, i just tend to use CEP/Q style names.)



#7
Shadooow

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(And yes you could name them with whatever style that best fits your method of organization, i just tend to use CEP/Q style names.)

I mean dropping the "golem" "monsters" "undead". Yu are providing dwarf again anyway. That way it appear under human and not under golem which is what always confused me for those two vanilla ones. Be there "no blood" in a title I would understood the intent instantly.



#8
Carcerian

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Actually i'm not providing dwarf entry again, the instructions simply suggest renaming it to match the other new golem-blooded entries.

 

Base, Custom, Golem, Monster and Undead prefixes just look nice and tidy in toolset appearance list, feel free to name however makes sense.

 

(Top post edited for clarity)

 

I have also noticed an "N" setting, used for animated objects, boats and combat dummies, that has no onhit effects at all, should it be needed...

 

(And yes, Project Q/CEP/Server PW's/Anyone-else are welcome to add as Player/Builder options to their projects as they see fit. :))


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#9
Proleric

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Clever! I've made "automatons" in the past by tweaking human skin colour etc, but never thought of making a new appearance to handle other aspects.

I have used the same approach for different purposes; for example, my Rapid Movement tweak allows dynamic races to break the speed limit by changing appearance. As far as I can see, a race can have an unlimited number of entries in appearance.2da.

#10
Mecheon

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The issue that is confusing me the most is: how this is supposed to be a golem, goblin, etc. when it has a normal appearance of the human, dwarf etc.

 

If only thing this is doing is the blood color change with an intent to use with some "template" (in DnD terms) applied on PC such as undead, wouldnt be better to name this "Human, no blood" / "Human, white blood" / "Human, yellow blood" ?

HotU added two appearances: Golem, Half Orc and Golem, Dwarf which were basically just this

 

That's the idea naming wise at least