Modding monster abilities

From Wildermyth Wiki
Revision as of 10:28, 31 December 2019 by Davea (talk | contribs)

This page walks through the process of adding a new ability to a custom monster. The focus is on getting something simple which you can see in the game, and adding more details later. The description and screenshots are current as of December 2019, early access version 0.12+104 Pixle Masterson.

Preparation

This guide builds on the previous guide Adding a monster. You can also find the files created during that guide in a learning mod on steam workshop: Oh no a dragon. If it is helpful, you can start from that mod as described in Using an existing mod as a starting point.

Main concept

Monsters have a list of aspects; each aspect allows them to do one thing. Some aspects include things like opening doors and searching, which many but not all monsters can do. Monsters also have several attacks which they may choose among; the aspect simply points to an effect, and the details are in the effect. We'll add a simple aspect, add this to the monster, add the related effect, and then most of the work is in the effect. It's easiest to add a new ability which is a simple modification of an existing monster ability, weapon ability, or character class ability.

Getting started

Modifying the files

Seeing the effect in game

  1. If you haven't already done so, enable developer mode. (Save and exit before doing this.) In file explorer, create an empty file under steam\steamapps\common\Wildermyth called devmode.txt.
  2. Choose tools from the game main menu, then select combat lab. This will give you a chessboard-like battle map with a few characters and monsters already spawned.
  3. In the "Generate a unit" dropdown at the left, choose "Davea's monster" and then click Side A. Your monster should appear:

File:Nosuchfile.PNG