Difference between revisions of "Monster Maker"
From Flexible Survival
(Main finishing, but still able to add more on player requests.) |
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::'''Player Defeats Monster, 3rd Person''': Same here as with 1st person for difficulties and methods, save you're writing it from an observer's point of view. With the above example, you'd instead have: ''As [victor] gloats over the fallen [loser], they [if stat mutation/ass of [victor] = Scorpion]strike down with their stinger-tipped tail.[else]beat down over their enemy with their fists.[end if]'' Your victory messages are as comprehensive as you make them. | ::'''Player Defeats Monster, 3rd Person''': Same here as with 1st person for difficulties and methods, save you're writing it from an observer's point of view. With the above example, you'd instead have: ''As [victor] gloats over the fallen [loser], they [if stat mutation/ass of [victor] = Scorpion]strike down with their stinger-tipped tail.[else]beat down over their enemy with their fists.[end if]'' Your victory messages are as comprehensive as you make them. | ||
+ | |||
+ | ::'''Misc. Notes''': This is the area where you would note some of your ideas for monster placement and potential monster powers. Final discretion still lies in the park of staff, but it's always good to voice your ideas, as the creator of the form. Remember that no Dedication or Private powers will be available for usage. For a list of powers that exist, ''list powers'' can be used, and you can ''+rpinfo'' any power to get details about it. Try to match what would be themely for the monster, not just what does the most damage or the like. | ||
== String Parsing == | == String Parsing == | ||
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:''Note'': Note that a local stat and a stat are in two different areas, so they may have the exact same name but be two different variables. Local stats are set directly on the player whereas Stats are set in staff-access-only parts of the player. | :''Note'': Note that a local stat and a stat are in two different areas, so they may have the exact same name but be two different variables. Local stats are set directly on the player whereas Stats are set in staff-access-only parts of the player. | ||
− | + | ''If you would like to see templates for other nifty string parsing tricks you can add to your monsters, feel free to mail Glitch or post a +request under 'Building' to get it added here!'' |
Revision as of 23:51, 18 April 2013
- The Monster Maker is a useful tool to express your ideas for new and interesting monsters to be applied to the game. It is for original monsters, and it is not for copying the works of others, whether it be your fellow players or copyrighted pieces from other media.
Contents
Starting a Monster
- There are several steps to making a monster. The first is to get it started. When you select Monster Maker from the Contributions tab of your on-line interface, you will see several drop down menus and a prompt that reads: New Monster Name with a button after it labelled Create.
- It's very important that you pick an appropriate name for your monster because once you set it, it's difficult to change. Some key things to remember are:
- Don't use copyrighted names.
- Capitalize the name properly and use the correct spelling, if it exists.
- It's best not to have gender or sex-specific words like 'Girl', 'Man', or 'Herm' or the like.
- Keep it concise, one or two words.
- Make sure something like it doesn't already exist.
- Having something original and new is always best. Once you've entered the name, click on Create, and it will be created and ready for you to start filling out. Once you enter information into any of the fields, the monster you're working on is saved and able to be referred back to at any time. If you leave the Monster Maker without inputting any information into any of the monster's fields, then it will go poof.
Inputting Information for Your Monster
- There are three main sections. They are:
- Descriptions and Transformations
- Bodypart Sizes
- Victory and Defeat Messages
- You can start in any section, but it's easiest to start with the Bodypart Sizes.
Bodypart Sizes
- The Bodypart Sizes section is divided into several fields. These are as follows:
- Size
- 1st Person Say
- 3rd Person Say
- Breasts
- Breast Size
- Cocks
- Cock Length
- Ball Size
- Extra Balls
- Cunts
- Cunt Length
- The Bodypart Sizes section is divided into several fields. These are as follows:
- Size: This refers to the overall size of the monster. Human is size 5 (ranges from 5'-6'6", generally with some leeway.) Body size is fairly ambiguous and purposely so, but 5 is the starting point. It goes up and down from there, from 1 to 30 (35 for special forms like privately purchased forms).
- 1st Person Say: This is what you see when you use the say command or don't use poses while communicating on channels. For example, if you put snarl, you will see when you type pub Hi!: [Public] You snarl, "Hi!"
- 3rd Person Say: This is what you see when you use the say command or don't use poses while communicating on channels. For example, if you put snarls, people on the channel will see when you type pub Hi!: [Public] Player snarls, "Hi!"
- Breasts, Cocks, Cunts: This is the number of breasts, cocks, and cunts that the infection has for its base. Remember, this does not mean all players will have it, due to Male Preferred, Female Only and like merits.
- Breast Size, Cock Length, Cunt Length: This is the size of the parts the monster infection has. Remember that all these numbers represent proportionately to size 5. So, if you have size 12 for cock length, that's size 12 for size 5. If your monster's size is 1, it'll still have a cock size proportionately equivalent to 12, meaning something closer to size 2 or so, but you still input it as 12.
Descriptions and Transformations
- This section can be one of the trickier portions. Here, you input the descriptions for each body part -- how they look when you view their description. Transformations are what is viewed, first-person, by the player who's being infected by this monster. String parsing and use of they, their, and them are all key in these fields, and, most importantly, using a document editor like Word that has grammar and spell-checking is highly suggested.
- Here is the list of fields:
- Long Skin Description
- Short Skin Description
- Skin Transformation
- Head Description
- Head Transformation
- Torso Description
- Torso Transformation
- Arms Description
- Arms Transformation
- Legs Description
- Legs Transformation
- Cock Description
- Cunt Description
- Cock Transformation
- Ass/Tail Description
- Ass/Tail Transformation
- Here is the list of fields:
- Note: They, they, Their, their, Them, and them will be replaced with the proper pronouns automatically! Do not use he, she, shi, or the like. If you want they, their, or them to appear normally, you must enclose them in square brackets like this: [they].
- Long Skin Description: This is the description that will show in the player's description when they have this monster's skin infection. It will always begin with "Their body is covered in ", and need not be written. For example, if you wanted them to have skin that's made from chunks of granite, you'd fill the field with: chunks of granite. It would read: "Their body is covered in chucnks of granite."
- Short Skin Description: This is the less-often used description. Mainly for heat messages and the like, it is also displayed when the [skin] string parsing is used. Using only two or three adjectives. For example, if you were wishing to describe a rabbit's fur, you could describe it as: soft, silky for the short description.
- Skin Transformation: This is the first-person transformation message you see when you transform into this monster. For example: Your skin shudders and itches as many minute fibers spring from your flesh into a thick coat of soft, silky fur. would display as just that when you transform your skin to this monster.
- Head, Torso, Arms, and Legs Description: Like the Long Skin Description, these are what will be displayed. They will also be following Their head is, Their body is, Their arms are, and Their legs are, so remember not to include that in the description. For example, let's say you want "Their arms are long and lean." to appear in the description. You would enter into the field: long and lean.
- Ass/Tail Description: Like the other descriptions except it has nothing before it. What you type is what's placed in this spot. If you put A long, whip-like tail switches to and fro behind them., it will display "A long, whip-like tail switches to and fro behind them."
- Head, Torso, Arms, Legs, and Ass/Tail Transformation: Just like the Skin Description, what you place here will be shown to the player when this part is infected with this monster.
- Cock and Cunt Descriptions: First off, Cunt description is not optional. We need it. With these descriptions, they're sandwiched between and adjective and a word for their genital type. For example, your cock field will often be sandwiched between "large" and "shaft" or something similar. So, when inputting into the field, keep this in mind. If you wish it to display: They have a large, juicy cock with barbs all along its lengthy shaft.", you'd enter: juicy cock with barbs all along its in the field. Similarly for cunt. Best to look at the description preview to check and see how well it read.
- Cock Transformation: This is the one that throws a lot of people. It almost always requires string parsing unless you're extremely vague. Vague would be like this: Your groin shifts and shudders, changing until it resembles something reptilian. For something in-depth and specific, look later on this page for our string parsing templates and explanations.
Victory and Defeat Messages
- One of the more complicated parts of monster making is this. Fortunately, there are only a few fields that you have to actually worry about. They are:
- Monster Defeats Player, 1st Person Defeat
- Player Defeats Monster, 1st Person Victory
- Player Defeats Monster, 3rd Person Victory
- Misc. Notes
- One of the more complicated parts of monster making is this. Fortunately, there are only a few fields that you have to actually worry about. They are:
- Monster Defeats Player: This is the easiest of the three defeat fields to fill out. Since the monster is usually a solid specimen of just that infection, you don't have to worry about infection mixes when writing this one up. It is from the player's point of view and being defeated by the monster. For example: The goblin looms over you, a leer cracking his lips. Raising a meaty fist, he brings it down over your head again and again until you black completely out. You can, of course, put string parsing in and have actions based on the defeated player's statistics, such as the presence of a cock or vagina with [if [player] is male] or [if [player] is female]. Just be sure to review over it and follow String Parsing syntax.
- Player Defeats Monster, 1st Person: The tricky part with this field is accounting for infection parts the player doesn't have. A victory message triggers based on the Groin infection of the player, and not its other mutations. If you want to incorporate unique aspects of the monster into the victory message, be sure to put a check in for that part existing. This can be accomplished with [if stat mutation/<body part> of [victor] = <monster>]<message if body part has correct infection>[else]<message if that body part isn't present>[end if]. For example: You gloat over the fallen [loser] before [if stat mutation/ass of [victor] = Scorpion]striking down with your stinger.[else]beating down with your fist.[end if]
- Player Defeats Monster, 3rd Person: Same here as with 1st person for difficulties and methods, save you're writing it from an observer's point of view. With the above example, you'd instead have: As [victor] gloats over the fallen [loser], they [if stat mutation/ass of [victor] = Scorpion]strike down with their stinger-tipped tail.[else]beat down over their enemy with their fists.[end if] Your victory messages are as comprehensive as you make them.
- Misc. Notes: This is the area where you would note some of your ideas for monster placement and potential monster powers. Final discretion still lies in the park of staff, but it's always good to voice your ideas, as the creator of the form. Remember that no Dedication or Private powers will be available for usage. For a list of powers that exist, list powers can be used, and you can +rpinfo any power to get details about it. Try to match what would be themely for the monster, not just what does the most damage or the like.
String Parsing
- The bane and fear of many a monster making exercise: String Parsing. The greatest issue that many have is they do not understand the syntax and format of string parsing. Well, here are some helpful tips, hints, and templates.
Tips and Hints
- When referencing 'male' and 'female' in if statements, it refers specifically to the existence of a cock and cunt. For example: [if [player] is male] checks to see if the [player] has a cock stat that's not 0. This means it will trigger true for both males and hermaphrodites.
- When making an [if] statement, remember to end it with an [end if] statement. The syntax is [if <statement to be checked if true or false>]<what displays if true>[end if]. If you want something to display if false, you use this syntax: [if <statement to be checked for true or false>]<what displays if true>[else]<what displays if false>[end if].
- If you decide to nest if statements (placing one inside of another), make sure that you have an [end if] for each if statement.
- [player] is used in the descriptions and transformations as a reference whereas [victor] and [loser] are used in the Defeat/Victory messages.
- String parsing can be used for many fun additives, like changeable sections or randomization. Check out the templates for some interesting ones.
- Local stats refer to stats that you the player can change with either @set me=<stat>:<value> or &<stat> me=<value>.
Templates
- Cock Transformation: Most often-needed string parsing.
- You can feel your groin start to shift.[if [player] is male] <cock transformation message>[end if][if [player] is female]<cunt transformation message>[end if] Now, your groin resembles that of a <monster name>.
- Storing Randomized Information: If you want to make each person a little unique for this monster, it's sometimes fun to add in a variable, often color or texture, that locks in as something random from a list for that person. For example, with the Dusk Dragon, when someone transforms into it for the first time, a random color from a set list is picked and stored in a stat. If the stat already exists, it doesn't pick again, and it's locked in. Here're the formats for that.
- In Transformation message:
- [if stat <critter name>/<variable name> of [player] = 0][set the <critter name>/<variable name> of [player] to [one of]<variable 1>[or]<variable 2>[or]<variable 3>...[or]<variable n>[at random][end if]
- Breakdown of action:
- You start with an if statement that checks to see if the stat exists, If it has a value of 0, it doesn't exist. So, if it's empty, the set function is triggered. It'll set that stat to one of the variables in your list. You need [one of] at the beginning and separate each variable with [or] and end it with [at random]. Then, the entire if statement ends with an [end if].
- Example:
- [if stat Goblin/EyeColor of [player] = 0][set the Goblin/EyeColor to [one of]green[or]brown[or]black[or]white[or]yellow[at random][end if]
- In Description message:
- [stat <critter name>/<variable name> of [player]]
- Example:
- The goblin has [stat Goblin/EyeColor of [player]] eyes.
- Player-set variables: These can be fun for letting players choose what they want in a spot, though be sure to have a default.
- [if local stat <critter name>/<variable name> of [player] != 0][local stat <monster name>/<variable name> of [player]][else]<default>[end if]
- Breakdown:
- The if statement checks if the variable exists. If it != or doesn't equal 0, it means there's a value set there. If there is a value, the local stat will be displayed. If it isn't set, then the false message, the default for this, will show. Close it all off with an end if.
- Example:
- [if local stat Goblin/EyeColor of [player] != 0][local stat Goblin/EyeColor of [player]][else]green[end if]
- Player-set variables with random-set, locked-in variable for default: Combining the two above templates can be done in this fashion.
- In Transformation:
- [if stat <critter name>/<variable name> of [player] = 0][set the <critter name>/<variable name> of [player] to [one of]<variable 1>[or]<variable 2>[or]<variable 3>...[or]<variable n>[at random][end if]
- In Description:
- [if local stat <critter name>/<variable name> of [player] != 0][local stat <critter name>/<variable name> of [player]][else][stat <critter name>/<variable name> of [player]][end if]
- Note: Note that a local stat and a stat are in two different areas, so they may have the exact same name but be two different variables. Local stats are set directly on the player whereas Stats are set in staff-access-only parts of the player.
If you would like to see templates for other nifty string parsing tricks you can add to your monsters, feel free to mail Glitch or post a +request under 'Building' to get it added here!