Talk:Creating new monsters or other complex items

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I went to wiki & read the new monster decorate. well I download monsters from realm667 so the decorate is already there & from what I understood from the wiki the structure of the decorate of the monster I downloaded is correct but when I go to XWE & open my wad & merge it with the monsters wad it does the following: messes up the sprites & changes them to images so I change them manually by going to change type & type 31 which means sprite. each type has a number so I changed the number to the numbers in the original wad of the monster. after that I checked the decorate code & it is the same it is correct but when I close XWE & open Doombuilder the new monster is not in the monsters category!!!! this is the code can you tell me what is wrong with it p.s I noticed that every decorate is different from each other some have //$category monsters & some don't I tried both but no success well this is the code:

[code]I went to wiki & read the new monster decorate. well I download monsters from realm667 so the decorate is already there & from what I understood from the wiki the structure of the decorate of the monster I downloded is correct but when I go to XWE & open my wad & merge it with the monsters wad it does the following: messes up the sprites & changes them to images so I change them manually by going to change type & type 31 which means sprite. each type has a number so I changed the number to the numbers in the original wad of the monster. after that I checked the decorate code & it is the sam it is correct but when I close XWE & open Doombuilder the new monster is not in the monsters category!!!! this is the code can you tell me what is wrong with it p.s I noticed that every decorate is different from each other some have //$category monsters & some don't I tried both but no success well this is the code: note: the code is originally from realm667 no changes have been done.

   code:ACTOR BruiserDemon 3333
   {
   	//$Category Monsters
   	Health 1500
   	Radius 24
   	Height 64
   	Mass 2000
   	Speed 8
   	PainChance 15
   	Monster
   	+BOSS
   	+FLOORCLIP
   	+LOOKALLAROUND
   	+MISSILEEVENMORE
   	+NORADIUSDMG
   	MissileType BruiserBall
   	SeeSound "superbaron/scream"
   	PainSound "superbaron/pain"
   	DeathSound "superbaron/death"
   	ActiveSound "superbaron/act"
   	MeleeSound "baron/melee"
   	Obituary "%o was slaughtered by a Bruiserdemon."
   	HitObituary "%o was cremated by a Bruiserdemon."
   	MeleeDamage 20
   	Scale 1.25
   	States
   	{
   	Spawn:
   		BRUS AB 10 Bright A_Look 
   		Loop
   	See:
   		BRUS AABBCCDD 3 Bright A_Chase
   		Loop
   	Melee:
   		BRUS E 6 Bright A_FaceTarget
   		BRUS F 6 Bright A_FaceTarget
   		BRUS G 6 Bright A_ComboAttack
   		Goto See
   	Missile:
   		BRUS E 0 Bright A_Jump(144, 8)
   		BRUS EF 6 Bright A_FaceTarget
   		BRUS G 6 Bright A_MissileAttack
   		BRUS G 0 Bright A_Jump(96, 1)
   		Goto See
   		BRUS HI 6 Bright A_FaceTarget
   		BRUS J 6 Bright A_MissileAttack
   		Goto See
   		BRUS E 0 Bright A_Jump(96, 20)
   		BRUS E 6 Bright A_FaceTarget
   		BRUS F 4 Bright A_FaceTarget
   		BRUS F 2 Bright A_Custommissile("BruiserBall2",56,0,-40,0)
   		BRUS G 1 Bright A_Custommissile("BruiserBall2",56,0,-30,0)
   		BRUS G 1 Bright A_Custommissile("BruiserBall2",56,0,-20,0)
   		BRUS G 1 Bright A_Custommissile("BruiserBall2",56,0,-10,0)
   		BRUS G 1 Bright A_Custommissile("BruiserBall2",56,0,0,0)
   		BRUS G 1 Bright A_Custommissile("BruiserBall2",56,0,10,0)
   		BRUS G 1 Bright A_Custommissile("BruiserBall2",56,0,20,0)
   		BRUS G 0 Bright A_Jump(96, 1)
   		Goto See
   		BRUS H 6 Bright A_FaceTarget
   		BRUS I 4 Bright A_FaceTarget
   		BRUS I 2 Bright A_Custommissile("BruiserBall2",56,0,40,0)
   		BRUS J 1 Bright A_Custommissile("BruiserBall2",56,0,30,0)
   		BRUS J 1 Bright A_Custommissile("BruiserBall2",56,0,20,0)
   		BRUS J 1 Bright A_Custommissile("BruiserBall2",56,0,10,0)
   		BRUS J 1 Bright A_Custommissile("BruiserBall2",56,0,0,0)
   		BRUS J 1 Bright A_Custommissile("BruiserBall2",56,0,-10,0)
   		BRUS J 1 Bright A_Custommissile("BruiserBall2",56,0,-20,0)
   		Goto See
   		BRUS KL 6 Bright A_FaceTarget
   		BRUS M 2 Bright A_Custommissile("BruiserFireSpawner",16,0,-15,0)
   		BRUS M 2 Bright A_Custommissile("BruiserFireSpawner",16,0,0,0)
   		BRUS M 2 Bright A_Custommissile("BruiserFireSpawner",16,0,15,0)
   		Goto See
   	Pain:
   		BRUS N 5 Bright A_Pain
    		Goto See
   	Death:
   		BRUD A 6 Bright A_Scream
   		BRUD BCD 4 Bright 
   		BRUD EFG 4 Bright
   		BRUD H 4 Bright A_Fall
   		BRUD IJKLMNOP 4 Bright
   		BRUD QRSTUV 4
   		BRUD W -1   
   		Stop
   	}
   }
  ACTOR BruiserBall
   {
   	Radius 16
   	Height 16
   	Speed 18
   	Damage 16
   	Projectile
   	+RANDOMIZE
   	RenderStyle "ADD"
   	Alpha 0.9
   	SeeSound "imp/attack"
   	DeathSound "imp/shotx"
   	MissileType BruiserBallTrail
   	Missileheight 0
   	States
   	{
   	Spawn: 
   		BRBA AABB 2 BRIGHT A_MissileAttack
   		Loop
   	Death:
   		BRBA KLMNOPQRSTUVWX 3 Bright
   		Stop
   	}
   }
  ACTOR BruiserBall2
   {
   	Radius 8
   	Height 8
   	Speed 10
   	Damage 8
   	Projectile
   	+RANDOMIZE
   	RenderStyle "ADD"
   	Alpha 0.9
   	SeeSound "imp/attack"
   	DeathSound "imp/shotx"
   	States
   	{
   	Spawn: 
   		BRB2 AB 6 BRIGHT 
   		Loop
   	Death:
   		BRB2 CDEFGHI 3 Bright
   		Stop
   	}
   }
  ACTOR BruiserFireSpawner
   {
   	Radius 8
   	Height 8
   	Speed 12
   	Damage 0
   	+RIPPER
   	+FLOORHUGGER
   	+BLOODLESSIMPACT
   	Projectile
   	MissileType BruiserFire
   	Missileheight 0
   	States
   	{
   	Spawn: 
   		TNT1 A 3 Bright A_MissileAttack
     		TNT1 A 3
     		TNT1 A 3
   		Loop
   	Death:	
   		TNT1 A 6
   		Stop
   	}
   }
  Actor BruiserBallTrail
   {
       Radius 1
       Height 1
       Speed 0
       PROJECTILE
       RENDERSTYLE ADD
       ALPHA 0.70
       +NOCLIP
       States
       {
       Spawn:
        	BRBA CDEFGHIJ 4 Bright
        	Stop       
       }
   }
  ACTOR BruiserFire
   {
   	Radius 1
       	Height 1
       	Speed 0
       	Damage 20
       	PROJECTILE
       	RENDERSTYLE ADD
       	ALPHA 0.9
       	+NOCLIP
   	+FLOORHUGGER
   	SeeSound "weapons/rocklx"
       	States
       	{
       	Spawn:
     		XXBF AB 3 Bright
       		XXBF C 3 Bright A_Explode(48,128,0)
   		XXBF DEFGHIJKLMNOPQRST 3 Bright
        		Stop       
      	}
   }

You should ask this over at the forums --Cutty 15:22, 11 June 2008 (UTC)