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Dark Fairy

Submitted by walter253
Category Creature
Rating 3.6 / 5 5 ratings
Submission date 2023-04-20
Last updated 2023-07-02
Min. game version KeeperFX 1.0.0
Filesize 719.62KiB
Downloads 119
File Filesize Downloads Date
custom_creatr_dkfairy.zip 719.62KiB 102 2023-06-01
Description

I present you the Dark Fairy, a mixture of the Dark Mistress and the Fairy, with some attributes of the Vampire. Some relevant stats at level 1:


  • Health: 550
  • Strength: 35
  • Armour: 30
  • Dexterity: 60
  • Defence: 55
  • Luck: 35

The Dark Fairy, a flying creature, is attracted by Scavenger with at least 9 slabs. Her primary role is to Fight like the Dark Mistress, her secondaries jobs are to Research and use the Scavenger. Unlike the Fairy she can also Manufacture at the Workshop, however she isn't very good at it. She moves slower than the Fairy, her base speed being set to 48.

When she is angry the Dark Fairy will attempt to kill others creatures and may persuade others creatures. The Fairy is her Lair enemy.

Her powers are Poison Cloud (Lv2), Drain (Lv3), Heal (Lv5), Rebound (Lv6), Slow (Lv7), Disease (Lv9) and Teleport (Lv10).

Like the Vampire she is immune to Poison Cloud, can see invisible creature and gain the Rebirth ability at level 5.

The lack of Speed and Lightning make the Dark Fairy seems to be a weak unit compared to the Dark Mistress or the Fairy but thanks to Rebirth she has more sustainability and is able to detect invisible creatures and inflict Disease to enemy troups.


I hope you will enjoy using her in your own game.

Installation Intructions

Custom creature only works with KeeperFX, to import the Dark Fairy into your game:

  • Make sure you have the latest released version available of KeeperFX, it is also recommended to have the latest alpha patch.

  • Move dark_fairy.cfg into your mappack/campaigns/personal creatrs folder. Or into KeeperFX\creatrs folder.

  • Move dark_fairy.zip (/!\ do not extract it!) into your mappack/campaigns/personal rules folder. Or into KeeperFX\fxdata folder.

  • Edit your own creature.cfg in your rules folder (or the one in KeeperFX\fxdata folder) on [common] block look for Creatures = any creature beyond FLOATING_SPIRIT are custom creature, add DARK_FAIRY after FLOATING_SPIRIT, it does not matter if you add it after or before the next creature (TIME_MAGE or DRUID as of version 5.0b Alpha 3330).

Example:

Creatures = WIZARD BARBARIAN ARCHER MONK DWARFA KNIGHT AVATAR TUNNELLER WITCH GIANT FAIRY THIEF SAMURAI HORNY SKELETON TROLL DRAGON DEMONSPAWN FLY DARK_MISTRESS SORCEROR BILE_DEMON IMP BUG VAMPIRE SPIDER HELL_HOUND GHOST TENTACLE ORC FLOATING_SPIRIT TIME_MAGE DRUID DARK_FAIRY

  • Edit your own objects.cfg in your rules folder (or the one in KeeperFX\fxdata folder) and copy paste the following at the end of the file:
    [object###]
    ;### must be changed to a number corresponding to your last object ID+1.
    ;Example: if [object150] is your last, then change ### to 151.
    Name = LAIR_DKFAIRY
    Genre = LAIR_TOTEM
    AnimationID = MUSHROOM_RED_LUM
    AnimationSpeed = 0
    Size_XY = 0
    Size_YZ = 0
    MaximumSize = 300
    DestroyOnLava = 0
    DestroyOnLiquid = 0
    RelatedCreature = DARK_FAIRY
    Health = 0
    FallAcceleration = 0
    LightUnaffected = 0
    LightIntensity = 0
    LightRadius = 0
    LightIsDynamic = 0
    Properties = EXISTS_ONLY_IN_ROOM DESTROYED_ON_ROOM_CLAIM DESTROYED_ON_ROOM_PLACE
    UpdateFunction = UPDATE_OBJECT_SCALE
  • And you are done it is ready to use. All you have to do now is to include the creature in your own script so it can be attracted, by default you need 9 slabs of Scavenger to attract the Dark Fairy. Feel free to use/edit/slap/torture. No credits required.

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