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Author Topic: Creatures List  (Read 34812 times)
Alec
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« on: December 10, 2007, 12:19:30 PM »

warning: if you haven't played through the whole game yet, and want to discover the different creatures on your own, avoid this list.

This is a list of a bunch of the creatures in Aquaria that can be easily included in a mod. There may be some that aren't used in the final version of the game. (they may not work as well) This list is also probably missing a few creatures!

To include them in your mod, add the names of the creatures you want in your mod directory's entitygroups.txt

Ideally you should separate them into groups. The groups have a certain size limit. (only so many entities will be shown on an entity selection page)


Creatures

Raspberry
Squiddy
Nautilus
Moneye
Anemone
Anemone2
Anemone3
Anemone4
Blaster
Leach
JellySmall
MoneyeBreeder
KingCrab
Trillious
Scooter
RoodShrimp
Shocker
Turret
Jelly
NewtBlaster
Maul
SpikeBall
AggroHopper
Froog
CastleCrab
OarFish
Nauplius
HardBeetle
DeepCrawley
Hatchetfish
IceJelly
Spooter
IceShrimp
aggroeggs
aggrobaby
BigMaul
Crotoid
GreenSeaDragon
Moloch
Loper
Flea
Ekkrit
Moloch
Seahorse
Splitter1
Splitter2
Rotworm
Gear
Simon
Monkey
Shark
EvilJelly
DeepUrchin
AnglerFish
Plasmaworm
PredatoryTunicate
ClockworkFish
ClockworkCrab
CrawPappy
Scavenger
SpiderCrab
MossHead
Parrot
OriginalRaspberry
Skeeter
Wisker
RedNautilus
Toad
BigMouth
BigMouthParasite
FlatFish
MetaRay
Clam
Tabar
HorseShoe
PufferFish
Swordfish
SpinyCrab
DeepEel
Triffle
BabyDeepShrimp
SlenderEel
Mermog
RotBaby-Form1
RotBaby-Form2
RotBaby-Form3
Orbiter
Piranha
Seahorse2
Seahorse3
Seahorse4
Seahorse5
DarkJelly
SnailGear
AbyssOctopus
Mutilus
Horror
Abaddon
Bevy
Huggy
Krill
KrillEggs
Starmie1
Starmie2
Chomper
Armapillar
SeaTurtleBig
Rukh
GroundShocker
Spookfish
Mutileye
SeaTurtleSmall
JellyZap
BiteyMouth
SeaTurtleBaby
Walker
CreepyFace
Seahorse6
SeahorseBaby

Rocks

Rock0001
Rock0002
Rock0003
Rock0004
Rock0005
Rock0006
« Last Edit: December 13, 2007, 08:07:29 PM by Derek » Logged

Don Andy
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« Reply #1 on: December 10, 2007, 12:33:01 PM »

You have my thanks Grin
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Burton Radons
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« Reply #2 on: December 10, 2007, 10:16:19 PM »

I guess that opens the floodgate, so here's an archive containing a full list, a list with groups and short descriptions, a tree form organised by group, and an entitygroups.txt that contains all usable entities:

http://members.shaw.ca/burton-radons/aquaria-entities.7z

Note that this includes all story entities and so could give you plot information before you expect it, although I try to keep descriptions functional; what this looks like and what it does rather than how it's used.
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smjjames
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« Reply #3 on: December 10, 2007, 10:24:59 PM »

I guess that opens the floodgate, so here's an archive containing a full list, a list with groups and short descriptions, a tree form organised by group, and an entitygroups.txt that contains all usable entities:

http://members.shaw.ca/burton-radons/aquaria-entities.7z

Note that this includes all story entities and so could give you plot information before you expect it, although I try to keep descriptions functional; what this looks like and what it does rather than how it's used.

um, what's a 7z file?

The reason I'm asking is because when I try and download it, it pops up an error saying that windows vista has bo idea what the file is.
« Last Edit: December 10, 2007, 10:35:25 PM by smjjames » Logged
Don Andy
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« Reply #4 on: December 10, 2007, 10:45:54 PM »

http://www.7-zip.org/

And extremely nice, dude. I kinda felt there was some stuff missing in Alec's list xD
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smjjames
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« Reply #5 on: December 10, 2007, 11:19:45 PM »

http://www.7-zip.org/

And extremely nice, dude. I kinda felt there was some stuff missing in Alec's list xD

thanks.
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Don Andy
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« Reply #6 on: December 11, 2007, 11:56:30 AM »

If I may ask, what exactly are all the "Eric_Something" entities?
I noticed there a quite a few.

Also, I'd be curious as to how to "activate" certain bosses. Most of them "trigger" a boss fight once they are dropped, but some just idle around and do nothing (King Jelly, Kelp Forest Boss). I guess since these bosses are triggered through some sort of cutscene (for example, the camera panning to King Jelly and itself then slowly descending.

I guess you have to trigger them with nodes of sorts, but I have no idea how xD
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deb
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« Reply #7 on: April 11, 2008, 01:41:48 PM »

I noticed that many or most of the entities that we can add have their game default behavior. For example the little nautilus things will attack Naija in a yo-yo way. Is there any way of overriding this? (So that they can behave differently). I know we can add extra behavior but I would like to be able to override the default behavior. Also is it possible to attach more than one pet to Naija?

Tkxs

deb
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« Reply #8 on: April 12, 2008, 03:20:04 PM »

Don't really know about the pet thing, but you can change the behavior by changing the .lua script. Maybe ask Alec real nicely if you can have the script(s).
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Alec
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« Reply #9 on: April 14, 2008, 06:56:30 AM »

I noticed that many or most of the entities that we can add have their game default behavior. For example the little nautilus things will attack Naija in a yo-yo way. Is there any way of overriding this? (So that they can behave differently).

The way to do it is by editing the scripts. I can hook you up with an archive of all the scripts used in the game if you like. It does involve scripting (a form of programming).

Quote
I know we can add extra behavior but I would like to be able to override the default behavior. Also is it possible to attach more than one pet to Naija?

Depends what you mean by "pet". There is the pet system that is built into the menu... its not really possible to allow the player to select more than one pet at once. However, you could implement creatures that follow you around using scripts. They just wouldn't be selectable in the pet menu.
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deb
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« Reply #10 on: April 14, 2008, 01:40:32 PM »

Thanks. Regarding the pets idea, yes it makes sense to do it the way you suggest (just have more than one creature follow you around, with some way of dropping the creature other than through the pet menu). I will try it. And yes I would love to learn to override the default behavior by changing the scripts

deb
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AĆ«rendyll
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« Reply #11 on: April 16, 2008, 09:02:53 AM »

Will there be a list of the environment components too? Just asking. Smiley
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Alec
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« Reply #12 on: April 16, 2008, 12:42:01 PM »

Actually, this is a better place for lists: http://aquaria.sfiera.net/wiki/Main_Page
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« Reply #13 on: September 15, 2008, 12:23:17 AM »

I know this thread hasn't had any posts for quite some time, but I noticed a few things, one neight creature list is complete, the one you gave us Alec, nor the one on the aquaria.sfiera.net/wiki aquaria modding site. Like for example all the tropical fish are missing. Now that the game has been out this long could we get a full list of the entities? Also, were you going to post those entity behavior lua scripts? Coming pretty far on level design for my mod, but there's so much more content already in the game that I'd like to be able to use. Anyways, with the lack of tropical fish entity names I've been making a lot of my own, but I would like to still use all the current ones made for more variety and atmospheric results.
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« Reply #14 on: September 15, 2008, 06:01:13 AM »

Did you try that 7z?
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