Newbie guide to adding new player races

by CosmicGerbil

 

Adding a new race for your modules is easy.  First open the file p.info in lib/edit.  Scroll down until you find the info for the races.  It will start with the human race. 

This example shows you how to add in a grue race.

 

R:N:14:Grue

R:D:Grues are odd humanoids that live in dark, dank places.

R:D:They are always neutrally aligned.

R:S:0:1:-1:2:0:-3:0

R:K:5:15:20:3:8:12:0:10

R:P:9:110:5:65

R:M:20:2:70:6:100:6:63:3:80:6

R:E:1:1:1:2:1:1

R:Z:poison bite

R:Z:magic missile

R:R:1:0

R:F:RES_DARK |

R:R:20:0

R:F:SEE_INVIS |

R:C:Warrior | Archer | Wizard | Rogue | Priest | Loremaster | Archaeologist

R:k:+0:+200:Magic

R:k:+500:+000:Disarming

R:k:+1500:+000:Magic-Device

R:k:+10000:+000:Spirituality

R:k:+3000:+000:Stealth

R:k:+800:+000:Sneakiness

R:k:+000:+000:Weaponmastery

R:k:+1000:+000:Archery

 

As you can see, all the lines start with R (for race definition)

 

R:N:13:Grue

This is obvious, it means that in this example, the race is number 14 and the race is called grue.  You must not leave spaces between race names, so for an example of the mindflayer race,

putting mind flayer would cause an error.  Mind-flayer is acceptable though.

 

R:D:Grues are odd humanoids that live in dark, dank places.

R:D:They are always neutrally aligned.

 

D stands for description.  This text describes what grues are like.

 

R:S:0:1:-1:2:0:-3:0

I would guess that S stands for stats.  The stats are strength, intelligence, wisdom, dexterity, constitution, charisma and luck.  0 is a "normal" stat, and is equal to humans, who have 0 for

all their stats, as they are the race that all other races are measured up to.  So the  grue's strength stat is 0, showing that is as strong as a human.  The intelligence stat is 1 (gruess are

smarter than humans), and so on.

 

R:K:5:15:20:3:8:12:0:10

I don't know what K stands for, but this line deals with a races' abilities.  The numbers mean:

 

Disarming.  How well a race can disarm traps.  5 is quite high; grues are good at this skill.

 

Device.  This means using a magic device (such as a wand or staff).

 

Saving throw.  How well a race can resist enemy spells cast on them.

 

Stealth.  The ability to move quietly and maybe avoid some monsters.

 

Searching.  A high skill level here, means that a race can more easily find secret doors and

traps.

 

Frequency of search  The ability to notice something without actually searching for it.

 

To hit (normal).  Combat skill. 

 

To hit (bows).  Fighting skill with bows.

 

R:P:9:110:5:65

These number stand for:

 

Hit dice.  The grue race has 9 hit dice.

 

Xp%.  Experience needed to advance a level.  The 110 stands for 110%.  Once again, experience is compared to the human race, who need 100% xp to advance a level.  This example means that the

grue race needs 10% more experience than the human race to advance a level.

 

Infravision is the ability to detect warm-blooded monsters.  It is measured in tens of feet.  So the grue race has 50 feet of infravision.

 

History chart.  This deals with the description text that apears when you generate your character.

 

R:M:20:2:70:6:100:6:63:3:80:6

These numbers mean as follows:

 

Base age

 

Max age  This adds the 2 onto the base age (20).  So a grue's age can range from 20

to 22.

 

Male base height (measured in inches)

 

Male max height

 

Male base weight (measured in pounds, I think)

 

Male max weight

 

Female base height

 

Female max height

 

Female base weight

 

Female max weight (I'm surprised the game shows this :D

 

 

R:E:1:1:1:2:1:1

These are equipment slots.  They mean:

 

The first 1 is the weapon slot, the grue can wield one weapon.

 

The next 1 is the torso slot, the grue can wear one piece of

armour.

 

The third 1 is arm slots (expressed in number of pairs).

 

The 2 means finger slots.  Even though the grue race has 8 fingers and 2 thumbs they can only wear two rings.  According to the game rules, this is because magic rings only work when worn on

the third finger.  This applies to humanoids, but some races would be allowed to have a maximum of 6 rings to wear.  For some reason the game will not let players or monsters wear any more than 6

rings, no matter how many fingers/claws/tentacles they have :)

 

The next 1 means head slots (for helms)

 

The final 1 means leg slots (expressed in number of pairs).

 

R:Z:poison bite

R:Z:magic missile

These are the grues' racial powers.  See the help file "racial powers help" for more info on adding new racial powers.

 

R:R:1:0

R:F:RES_DARK |

R:R:20:0

R:F:SEE_INVIS |

 

These are the powers a race learns as it gains experience.  The top line (R:R:1:0) means level 1; these are powers that are active from birth.  RES_DARK is a flag for

the actual powers.  So a grue will be resistant against dark based attacks from birth. R:R:20:0 means the power the grue gains at experience level 20, which is SEE_INVIS.  It

stands for see invisible monsters.

 

R:C:Warrior | Archer | Wizard | Rogue | Priest | Loremaster |

 

These are the classes that a race is permitted to be.  Grues can be any class.  Depending on which race you choose to play in FuryBand, if some classes are forbidden to your race, they will

appear in grey.  You can still actually choose these classes, but it is not recommended.

 

R:k:+0:+200:Magic

R:k:+500:+000:Disarming

R:k:+1500:+000:Magic-Device

R:k:+10000:+000:Spirituality

R:k:+3000:+000:Stealth

R:k:+800:+000:Sneakiness

R:k:+000:+000:Weaponmastery

R:k:+1000:+000:Archery

 

These are the starting skills a race may have, and are mostly the same as seen in the R:K:5:15:20:3:8:12:0:10 line.

 

Also you need to put the grue race into the sub races.  Go to the subraces and add grue in to the normal subrace.

 

This is the normal subrace.

 

I:

S:N:0:

S:D:A:A normal member of the race.

S:S:0:0:0:0:0:0:0:100

S:K:0:0:0:0:0:0:0:0

S:P:0:0:0

S:M:0:0:0:0:0:0:0:0:0:0

S:E:0:0:0:0:0:0:0

S:A:Beorning | Dark-Elf | DeathMold | Dunadan | Dwarf | Elf | Ent | Gnome | Half-Elf | Mindflayer

S:A:Half-Ogre | High-Elf | Hobbit | Human | Kobold | Maia | Orc | Petty-Dwarf | RohanKnight |

S:A:Thunderlord | Troll | Wood-Elf | Yeek | Eagle | Druadan | Easterling |  | Golem | Ent-wife |

 

Add grue on after Ent-wife, or if you have deleted one of the FuryBand races, replace the name of the deleted race with grue.

 

You can also add grues to any of the other subraces that you like.

 

If you have replaced one of the FuryBand races with grues, make sure you alter all the old race's names on the subraces list to

grue and remove any old race names on the subraces that you don't want grues to belong to.

 

To put the new race into a clean copy of FuryBand, change the number 14 (on the line  R:N:14:Grue) to 32.  If you want to

delete any of the original FuryBand races, then use their empty slot for the grue race. 

 

To make FuryBand read the new race go into lib/edit and open the file misc.  On the lines that read:

 

# Maximum number of race types in p_info.txt

 

M:P:R:32

 

change the number 32 to 33.  Start up the game, and you should be able to play as a grue.