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Old July 7, 2016, 18:22   #11
Derakon
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You can put your new monster.txt file up on a paste site, e.g. http://pastebin.com/ . You should probably also provide the monster_base.txt file as well. But yes, if you renamed the kobold base class to "goblin", then you need to find all references to "kobold" in the monster entries and change them as well. For example:
Code:
name:24:Small kobold
base:kobold
color:y
info:110:8:20:24:70
power:1:1:40:4:5
blow:HIT:HURT:1d5
flags:DROP_60
desc:It is a squat and ugly humanoid figure with a canine face.
Where it says "base:kobold", you would need to instead have "base:goblin".
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Old July 7, 2016, 19:18   #12
Pete Mack
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You will also need to update ui-knowledge.c, which still uses hard-coded genera.
Also, you absolutely need to fix monster-base.txt
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Old July 7, 2016, 20:09   #13
Elfin Jedi
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Quote:
Originally Posted by Derakon View Post
You can put your new monster.txt file up on a paste site, e.g. http://pastebin.com/ . You should probably also provide the monster_base.txt file as well. But yes, if you renamed the kobold base class to "goblin", then you need to find all references to "kobold" in the monster entries and change them as well. For example:
Code:
name:24:Small kobold
base:kobold
color:y
info:110:8:20:24:70
power:1:1:40:4:5
blow:HIT:HURT:1d5
flags:DROP_60
desc:It is a squat and ugly humanoid figure with a canine face.
Where it says "base:kobold", you would need to instead have "base:goblin".
I already did all the above (except for the pastebin part). As for the hard-coded part I still haven't managed to compile the base game. Also, my game just crashed when I ran into my first tangleweed (plant base), so I think I will put my edited monster, monster-base, and pit (used kobold/goblin base) files into another folder for now and focus on getting the base game to compile first.
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Old July 7, 2016, 21:10   #14
Pete Mack
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I repeat: you need to update monster-base.txt
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Old July 7, 2016, 22:40   #15
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I did though. I added a base for plants, trees, fish, misc, and changed kobold to goblin. Wait... the plant base doesn't have a pain entry. That would make senses with the monster messages error it gave me when it crashed. Ok, thanks.
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Old July 7, 2016, 23:08   #16
Nick
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Please report back if you actually get this working - it was changed in the 3.5-4.0 transition, and while I don't think I broke it it's always good to get an independent check.
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Old July 9, 2016, 03:51   #17
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Ok, will do.

Right now I have it where I can play the game and it won't crash, also the new monsters will show up.

It just crashes when I rebalance it and try to load or create a character. It lets me choose a race, class and name for a new character but when I hit return it complains about mon-make.c line 910 race && race->name.

I can still play if I take rebalance = 1 out and throw away new_monster (which doesn't contain any of the changes I have made).
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