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So, I've put together a rough plan for creating creatures.
Initial Settings
In DEFMaker, select Buttons, backgrounds, monsters.
Slightly below, select $42 (Monsters)
Check the boxes as desired
Choose the monster type from the options; I chose as follows:
ranged like Snapshooter, Titan
flying like Ghost
moving like Devil
attacking with hands like Golems
attacking with weapons like Crusader
attacking with breath like Green Dragon
for those that don't fit any category or combine several, use Custom,
you can also use the default, but I didn't do it that way.
If necessary, set the centering coordinates
Preparing BMP files for creation:
File size must be 450x400
Files must be 256-color (how to create them is described in the topic "ttt")
Use the ZVS - BMPPAL utility for 100% monster palette quality (when the
palette is "wrong," the monster's background is displayed in the game)
Now comes the process of creating the monster itself:
You have already decided what it should do; analyze the following points and
prepare the animation. Study several creatures and how they are created; the number
of BMP files varies from 55 to 75, depending on whether it is ranged or not.
Distribute the categories for which you need to create BMP files (the action is
specified first, followed by a hint).
Creature moves from left to right
No
Creature animation without movement
Behemoth raises/lowers arms
Creature animation when hovering the mouse cursor
Behemoth opens/closes mouth
Creature takes a hit
Huge damage
Creature takes a hit
Small damage, or the player presses defense
Creature death
Starts from the 3rd frame
Creature death variant 2
I only found this in Evil Eyes
Creature turns left-forward
No
Creature turns right-forward
No
Creature turns left-backward
No
Creature turns right-backward
No
Creature attack, high angle
Direct attack
Creature attack, hex to the right
Direct attack
Creature attack, low angle
Direct attack
Creature attack, high angle
Shot
Creature attack, hex to the right
Shot
Creature attack, low angle
Shot
Creature attack, high angle
Magic attack or direct attack for a 2-size creature (dragon (i.e., occupies 2
hex fields))
Creature attack, hex to the right
Magic attack or direct attack for a 2-size creature (dragon (i.e., occupies 2
hex fields))
Creature attack, low angle
Magic attack or direct attack for a 2-size creature (dragon (i.e., occupies 2
hex fields))
Static creature or special energy
Take-off or start of creature movement
Static creature or special energy
Landing or end of creature movement
I don't like doing it this way:
I usually take a file from an existing creature, either one exactly like I want mine to be, or
something close to it
Unpack all images and the def-list
Replace the images of that creature with my own based on the sample (only the name remains)
Pack the def-list into a DEF file; packing settings are specified in the first point
Great, by this time we have a ready DEF file. To replace the monster image
on the adventure map, see the topic "How to create your own object for the WoG version of Heroes"
Now we can move on to the monster parameters:
Extract the CRTRAITS.TXT and ZCRTRAIT.TXT files from H3BITMAP.LOD
Open them using TextEdit by Alexander Karpeko, or in EXCEL; I find the
latter more convenient
Find the desired monster and change the parameters accordingly:
Change the name and the cost in resources and gold
Change the monster parameters and the auxiliary text
Change the qualities (Attributes (Reference only, do not change these values)) of the monster; all of them are listed here. Just like with the DEF, find a creature that performs a similar role and copy its values. Some
values can be understood as is:
SHOOTING_ARMY
DOUBLE_WIDE
FLYING_ARMY
KING_1
KING_2
KING_3
const_raises_morale
const_jousting
const_no_melee_penalty
const_no_wall_penalty
const_lowers_morale
const_free_attack
const_free_attack
IS_UNDEAD
IS_GHOST
CATAPULT
IMMUNE_TO_FIRE_SPELLS
IMMUNE_TO_MIND_SPELLS
HAS_EXTENDED_ATTACK
SIEGE_WEAPON
MULTI_HEADED
Pack everything back into the LODs :)