This tutorial is part of the “A Blank Mod” project which can be downloaded in it’s entirety here:
This tutorial will take a myconid and make it bigger and stronger and a different color. It consists of 3 parts, the basic monster code, what it all means, and what you absolutely have to change for a new monster.
I. Getting Started
You start by finding the Monster file in the game, inside is a list of all the beasts. Strangely, Myconids are found in the Mushroomman file. Copy and paste all the files in there, EXCEPT .DDS files and mushroomman_blue.png, into your own Monsters file.
You need to re-color the mushroomman.png, but remember to leave the name the same. Once all that is done, you start a monster.dat file, which is pretty much like an items.dat, only this one tells the game what the monsters are.
Now you go back to the Monsters file in the game, and at the bottom of the page with all the individual mosters on it, is a monsters.dat file. Open it. Find Myconid.
Copy and paste that section of code onto a separate file. This is where you make most of your changes.
A basic monster code section (ie. a template) looks like this:
But what does all that mean? Keep reading.
2.1: The Monster tag.
2.2: The Family tag.
2.3: The Name tag.
2.4: The Rarity tag.
2.5: The Alignment tag.
2.6: The Bravery tag.
2.7: The Base Level tag.
2.8: The Minimum Depth tag.
2.9: The Maximum Depth tag.
2.10: The Model tag.
2.11: The Collision Model tag.
2.12: The Scale tag.
I recommend leaving these next 7 as they are, until you become more experienced.
2.13: The Walking Speed tag.
2.14: The Running Speed tag.
2.15: The Turn Rate tag.
2.16: The View Radius tag.
2.17: The Motion Radius tag.
2.18: The Attention Radius tag.
2.19: The Follow Radius tag.
2.20: The HP tag.
2.21: The Natural Armor tag.
2.22: The To Hit tag.
These next 4 are the same type of character stats that your player has in the game, and the game will raise them as the monster rises in levels.
2.23: The Strength tag.
2.24: The Dexterity tag.
2.25: The Vitality tag.
2.26: The Magic tag.
2.27: The Experience tag.
The following SOUNDS should be kept the same.
2.28: The Death Sound tag.
2.29: The Idle Sound tag.
2.30: The Roar Sound tag.
2.31: The Step Sound tag.
2.32: The Strike Sound tag.
2.33: The Attack Sound tag.
2.34: The Armed Attack Sound tag.
2.35: The Blood Particle tag.
2.36: The Sound Radius tag.
2.37: The Can Equip tag.
2.38: The Preferred Weapon tag.
This next block needs to be in this same format. It tells the game what kind of damage to do, and how much.
2.39: The Unarmed Attack Block
2.40: The Monster tag.
III. Making Changes
Now you are ready to change your myconid code into a bigger, stronger, monster. You've copied the myconid code, so which parts do you absolutely have to change?
You always have to rename the new monster, so <NAME>
To get bigger, change <SCALE>
To get stronger, change <STRENGTH>, <HP> and <DAMAGE>
To make it a different color, change ‘mushroomman.png’
To keep it from having an ugly pink shadow on it's head, copy the recolored ‘mushroomman.png’ and name it ‘mushroomman_glow.png’Those are the bottom line necessities, but you are free to change almost anything. What should you absoluely not change? Don't change any of these: SOUNDS, ANIMATION, FAMILY, the words in [these] codes, the ORDER in which everything is arranged in the original file, and whether or not something is in CAPS.
When you have finished making your changes, save your code in your monster.dat file. Double check it to make sure there are no spaces at the end of each line of code, all the [brackets] are there, the CAPS were used properly, and your speling is perfect. The .dat is already inside your MONSTERS file, so you are ready to go.