# Monster Modding Questions

**URL:** <https://discourse.cataclysmdda.org/t/monster-modding-questions/15280>\
**Category:** The Toolbox\
**Created:** [April 17, 2018, 2:06am UTC](https://discourse.cataclysmdda.org/t/monster-modding-questions/15280 "2018-04-17T02:06:44Z")\
**Posts on this page:** 5\
**Page:** 1

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**Author:** ![Anderson1711](https://avatars.discourse-cdn.com/v4/letter/a/ecccb3/32.png) [@Anderson1711](https://discourse.cataclysmdda.org/u/Anderson1711)\
**Post date:** [April 17, 2018, 2:06am UTC](https://discourse.cataclysmdda.org/t/monster-modding-questions/15280/1 "2018-04-17T02:06:44Z")

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Could I possibly have multiple gun type special attacks? Possibly an akimbo enemy or a multi-weapon turret?

What about explosives? Could monsters potentially throw grenades or molotovs?

How would I go about these?

Furthermore: What about the PARROT special attack. Can a speech line have multiple speakers (what if I want a generic speech group for multiple related monsters?) or would I have to repeat the line for every creature?

Do monsters with guns actually reload them?

Edit: Edited the thread name to add more questions. No use adding multiple threads for some related questions.

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**Author:** ![Fuscosco](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/fuscosco/32/1327_2.png) [@Fuscosco](https://discourse.cataclysmdda.org/u/Fuscosco)\
**Post date:** [April 17, 2018, 12:10pm UTC](https://discourse.cataclysmdda.org/t/monster-modding-questions/15280/2 "2018-04-17T12:10:17Z")

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Only one gun attack per mon. Unless its a hardcoded special attack like the flamthrower/cannon of a tankdrone.

grenades and molotovs can be thrown as a gun ammo. just make special versions that activate when they hit the ground and blow up on time.

check out the pks\_rebalancing mod for examples. Look at things like the robots.

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**Author:** ![Anderson1711](https://avatars.discourse-cdn.com/v4/letter/a/ecccb3/32.png) [@Anderson1711](https://discourse.cataclysmdda.org/u/Anderson1711)\
**Post date:** [April 17, 2018, 2:56pm UTC](https://discourse.cataclysmdda.org/t/monster-modding-questions/15280/3 "2018-04-17T14:56:01Z")

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I see. Thank you for your answer.

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**Author:** ![Fuscosco](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/fuscosco/32/1327_2.png) [@Fuscosco](https://discourse.cataclysmdda.org/u/Fuscosco)\
**Post date:** [April 17, 2018, 5:17pm UTC](https://discourse.cataclysmdda.org/t/monster-modding-questions/15280/4 "2018-04-17T17:17:12Z")

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Sure. NP.

> **[pisskop/PKs\_Rebalancing](https://github.com/pisskop/PKs_Rebalancing)**
>
> Pisskop's Rebalancing Mod for Cataclysm: Dark Days Ahead - pisskop/PKs\_Rebalancing

  
Look for the patch too, its on the discourse here somewhere.

That PK guy, though, he’s a real swell fella.

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**Author:** ![Coolthulhu](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/coolthulhu/32/2446_2.png) [@Coolthulhu](https://discourse.cataclysmdda.org/u/Coolthulhu)\
**Post date:** [April 17, 2018, 8:22pm UTC](https://discourse.cataclysmdda.org/t/monster-modding-questions/15280/5 "2018-04-17T20:22:13Z")

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I may have failed to document it properly, but you can give all special monster actor attacks (those with json definitions, lowercase names) custom ids. A monster can’t have two attacks with same id, but two attacks of same type but different id are fine.  
You just need to add an “id” field. If not specified, “id” is equal to “type”.
