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Author Topic: Were-Person mod?  (Read 2355 times)

Zogundar

  • Bay Watcher
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Re: Were-Person mod?
« Reply #15 on: March 10, 2013, 02:17:47 pm »

Quote
I did. They still function as bludgeoning type weapons (Crush things, knock people away.)

Can I see the code?

Just the creature file, or do you need the other stuff? Either is fine (Assuming I can remember where they all are..)

Code: [Select]
creature_standard

[OBJECT:CREATURE]

[CREATURE:ARCHON]
[DESCRIPTION:An angelic winged being from another plane of existence.]
[NAME:archon:archons:archon]
[CASTE_NAME:archon:archons:archon]
[CREATURE_TILE:146][COLOR:0:7:0]
[BIOME:ANY_LAND]

Many of the following tags are actually caste-level tags (in this case, male and female), but because there are no differences between the castes for these tags in a dwarf, you can add them earlier.  Any caste-level tag that occurs before castes are explicitly declared is saved up and placed on any caste that is declared later, unless the caste is explicitly derived from another caste.

[INTELLIGENT]
[CAN_LEARN]
[CAN_SPEAK]
[BENIGN]
[FANCIFUL]
[DIFFICULTY:99]
[MEGABEAST]
[SPHERE:CREATION]
[SPHERE:JUSTICE]
[SPHERE:ORDER]
[SPHERE:PEACE]
[SPHERE:TRUTH]
[GOOD]
[CANNOT_UNDEAD]
[CANOPENDOORS]
[PREFSTRING:aura]
[BODY:HUMANOID_FLIER:2WINGS:2EYES:2EARS:NOSE:HUMANOID_JOINTS:THROAT:NECK:SKULL:5FINGERS:5TOES:MOUTH:FACIAL_FEATURES:TEETH]
[USE_MATERIAL_TEMPLATE:ETHER:ETHER_TEMPLATE]
[USE_MATERIAL_TEMPLATE:ETHERNET:ETHERNET_TEMPLATE]
[USE_TISSUE_TEMPLATE:ETHER:ETHER_TEMPLATE]
[USE_TISSUE_TEMPLATE:ETHERNET:ETHERNET_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:ALL:ETHER]
[FLIER]
[NO_EAT]
[NO_DRINK]
[NO_SLEEP]
[NO_FEVERS]
[NOEMOTION]
[SPEED:0]
[MAGMA_VISION]
[PARALYZEIMMUNE]
[NOPAIN][EXTRAVISION][NOBREATHE][NOSTUN][NONAUSEA][NOTHOUGHT][NOEXERT]
[FIREIMMUNE_SUPER]
[NO_DIZZINESS]
[NO_FEVERS]
[NOBONES]
[NOFEAR]
[NO_THOUGHT_CENTER_FOR_MOVEMENT]
[NOSTUCKINS]
[NOSKIN]
[NOSKULL]
[NOMEAT]
[NOT_BUTCHERABLE]
[POWER]
Next we use body detail plans (which have their own raw file) to streamline the addition of some of the common materials, tissues and their relationships with each other.

[BODY_DETAIL_PLAN:STANDARD_ETHER_MATERIALS:ETHERNET]
[BODY_DETAIL_PLAN:STANDARD_ETHER_TISSUES]
BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:ETHER:ETHER:ETHER:ETHER:ETHER
[BODY_DETAIL_PLAN:HEAD_HAIR_TISSUE_LAYERS:ETHERNET]
[BODY_DETAIL_PLAN:EXOETHER_TISSUE_LAYERS:ETHERNET]

Eyebrows and eyelashes are manually added here.

[USE_TISSUE_TEMPLATE:EYEBROW:EYEBROW_TEMPLATE:ETHERNET]
[TISSUE_LAYER:BY_CATEGORY:HEAD:EYEBROW:ABOVE:BY_CATEGORY:EYE]
[USE_TISSUE_TEMPLATE:EYELASH:EYELASH_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:EYELID:EYELASH:FRONT]

And nails.

[USE_MATERIAL_TEMPLATE:NAIL:ETHERSKIN_TEMPLATE]
[USE_TISSUE_TEMPLATE:NAIL:ETHERSKIN_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:FINGER:NAIL:FRONT]
[TISSUE_LAYER:BY_CATEGORY:TOE:NAIL:FRONT]

[USE_MATERIAL_TEMPLATE:WING:ETHERNET_TEMPLATE]
[USE_TISSUE_TEMPLATE:WING:ETHERSKIN_TEMPLATE]

Set up some major arteries that couldn't be handled in the raw templates.  The selection commands can be used to grab tissue layers to adjust their properties after they have been created.

Then back to some more body detail plans.

[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]

Attributes for dwarves are still described in terms of the median value below, but the actual game effects are altered according to the raw numbers.  The numbers are different percentile values.  1000 is the human median for all attributes, so dwarven strength, for instance, has a higher median of 1250, although they suffer from their smaller size.

[PHYS_ATT_RANGE:STRENGTH:2450:2950:3350:3750:4350:4550:5000]              +
[PHYS_ATT_RANGE:AGILITY:2550:3000:4200:4400:4500:4700:5000]                 -
[PHYS_ATT_RANGE:TOUGHNESS:4050:4150:4250:4350:4550:4950:5000]
[PHYS_ATT_RANGE:ENDURANCE:2450:2950:3350:3750:4350:4550:5000]              +
[PHYS_ATT_RANGE:RECUPERATION:2450:2950:3350:3750:4350:4550:5000]
[PHYS_ATT_RANGE:DISEASE_RESISTANCE:2450:2950:3350:3750:4350:4550:5000]

[MENT_ATT_RANGE:ANALYTICAL_ABILITY:2950:3950:4150:4250:4350:4550:5000]    +
[MENT_ATT_RANGE:FOCUS:4400:4500:4600:4700:4800:4900:5000]                ++
[MENT_ATT_RANGE:WILLPOWER:4200:4350:4550:4650:4850:4950:5000]             +
[MENT_ATT_RANGE:CREATIVITY:4200:4350:4550:4650:4850:4950:5000]
[MENT_ATT_RANGE:INTUITION:4200:4350:4550:4650:4850:4950:5000]             +
[MENT_ATT_RANGE:PATIENCE:4250:4350:4450:4650:4735:4850:5000]              +
[MENT_ATT_RANGE:MEMORY:4250:4350:4450:4600:4750:4850:5000]
[MENT_ATT_RANGE:LINGUISTIC_ABILITY:4250:4350:4450:4600:4750:4850:5000]
[MENT_ATT_RANGE:SPATIAL_SENSE:4000:4200:4400:4600:4700:4800:5000]                 +
[MENT_ATT_RANGE:MUSICALITY:4200:4350:4550:4650:4850:4950:5000]
[MENT_ATT_RANGE:KINESTHETIC_SENSE:4200:4350:4550:4650:4850:4950:5000]
[MENT_ATT_RANGE:EMPATHY:4200:4350:4550:4650:4850:4950:5000]
[MENT_ATT_RANGE:SOCIAL_AWARENESS:4200:4350:4550:4650:4850:4950:5000]              +

[PHYS_ATT_CAP_PERC:STRENGTH:5000:]
[PHYS_ATT_CAP_PERC:TOUGHNESS:5000]
[PHYS_ATT_CAP_PERC:AGILITY:5000]
[PHYS_ATT_CAP_PERC:ENDURANCE]
[PHYS_ATT_CAP_PERC:RECUPERATION:5000]
[PHYS_ATT_CAP_PERC:DISEASE_RESISTANCE:5000]

[MENT_ATT_CAP_PERC:ANALYTICAL_ABILITY:5000]
[MENT_ATT_CAP_PERC:FOCUS:5000]
[MENT_ATT_CAP_PERC:WILLPOWER:5000]
[MENT_ATT_CAP_PERC:CREATIVITY:5000]
[MENT_ATT_CAP_PERC:INTUITION:5000]
[MENT_ATT_CAP_PERC:PATIENCE:5000]
[MENT_ATT_CAP_PERC:MEMORY:5000]
[MENT_ATT_CAP_PERC:LINGUISTIC_ABILITY:5000]
[MENT_ATT_CAP_PERC:SPATIAL_SENSE:5000]
[MENT_ATT_CAP_PERC:MUSICALITY:5000]
[MENT_ATT_CAP_PERC:KINESTHETIC_SENSE:5000]
[MENT_ATT_CAP_PERC:EMPATHY:5000]
[MENT_ATT_CAP_PERC:SOCIAL_AWARENESS:5000]

[PHYS_ATT_RATES:STRENGTH:50:NONE:NONE:NONE]
[PHYS_ATT_RATES:AGILITY:50:NONE:NONE:NONE]
[PHYS_ATT_RATES:TOUGHNESS:50:NONE:NONE:NONE]
[PHYS_ATT_RATES:ENDURANCE:50:NONE:NONE:NONE]
[PHYS_ATT_RATES:DISEASE_RESISTANCE:50:NONE:NONE:NONE]
[PHYS_ATT_RATES:RECUPERATION:50:NONE:NONE:NONE]

[MENT_ATT_RATES:ANALYTICAL_ABILITY:50:NONE:NONE:NONE]
[MENT_ATT_RATES:FOCUS:50:NONE:NONE:NONE]
[MENT_ATT_RATES:WILLPOWER:50:NONE:NONE:NONE]
[MENT_ATT_RATES:CREATIVITY:50:NONE:NONE:NONE]
[MENT_ATT_RATES:INTUITION:50:NONE:NONE:NONE]
[MENT_ATT_RATES:PATIENCE:50:NONE:NONE:NONE]
[MENT_ATT_RATES:MEMORY:50:NONE:NONE:NONE]
[MENT_ATT_RATES:LINGUISTIC_ABILITY:50:NONE:NONE:NONE]
[MENT_ATT_RATES:SPATIAL_SENSE:50:NONE:NONE:NONE]
[MENT_ATT_RATES:MUSICALITY:50:NONE:NONE:NONE]
[MENT_ATT_RATES:KINESTHETIC_SENSE:50:NONE:NONE:NONE]
[MENT_ATT_RATES:EMPATHY:50:NONE:NONE:NONE]
[MENT_ATT_RATES:SOCIAL_AWARENESS:50:NONE:NONE:NONE]

[SKILL_RATES:500:NONE:NONE:NONE]

These tags establish the growth phases of the creature's life.  The format is (BODY_SIZE|<year>|<day>|<average size>).

[BODY_SIZE:0:0:9000]
[BODY_SIZE:1:168:40000]
[BODY_SIZE:12:0:210000]

These body modifiers give individual dwarves different characteristics.  In the case of HEIGHT, BROADNESS and LENGTH, the modifier is also a percentage change to the BODY_SIZE of the individual creature.  The seven numbers afterward give a distribution of ranges.  Each interval has an equal chance of occurring.

[BODY_APPEARANCE_MODIFIER:HEIGHT:75:95:98:100:102:105:125]
[APP_MOD_IMPORTANCE:500]
[BODY_APPEARANCE_MODIFIER:BROADNESS:75:95:98:100:102:105:125]
[APP_MOD_IMPORTANCE:500]

In order to set properties for body parts, first you select them.  In this case, we select all body parts of category EYE, then we add a few modifiers to them.

[SET_BP_GROUP:BY_CATEGORY:EYE]
[BP_APPEARANCE_MODIFIER:CLOSE_SET:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[BP_APPEARANCE_MODIFIER:DEEP_SET:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[BP_APPEARANCE_MODIFIER:ROUND_VS_NARROW:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[BP_APPEARANCE_MODIFIER:LARGE_IRIS:25:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]

[SET_BP_GROUP:BY_CATEGORY:WING]
[USE_MATERIAL_TEMPLATE:ETHERNET:ETHERNET_TEMPLATE]

[SET_BP_GROUP:BY_CATEGORY:LIP]
[BP_APPEARANCE_MODIFIER:THICKNESS:50:70:90:100:110:130:200]
[APP_MOD_NOUN:lips:PLURAL]

[SET_BP_GROUP:BY_CATEGORY:NOSE]
[BP_APPEARANCE_MODIFIER:BROADNESS:25:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:LENGTH:25:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:UPTURNED:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:CONVEX:0:70:90:100:110:130:200]
[APP_MOD_NOUN:nose bridge:SINGULAR]

[SET_BP_GROUP:BY_CATEGORY:EAR]
[BP_APPEARANCE_MODIFIER:SPLAYED_OUT:0:70:90:100:110:130:200]
[APP_MOD_NOUN:ears:PLURAL]
[BP_APPEARANCE_MODIFIER:HANGING_LOBES:0:70:90:100:110:130:200]
[APP_MOD_NOUN:ears:PLURAL]
[BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_NOUN:ears:PLURAL]
[BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_NOUN:ears:PLURAL]

[SET_BP_GROUP:BY_CATEGORY:TOOTH]
[BP_APPEARANCE_MODIFIER:GAPS:0:70:90:100:110:130:200]
[APP_MOD_NOUN:teeth:PLURAL]

[SET_BP_GROUP:BY_CATEGORY:SKULL]
[BP_APPEARANCE_MODIFIER:HIGH_CHEEKBONES:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:BROAD_CHIN:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:JUTTING_CHIN:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:SQUARE_CHIN:0:70:90:100:110:130:200]

[SET_BP_GROUP:BY_CATEGORY:THROAT]
[BP_APPEARANCE_MODIFIER:DEEP_VOICE:90:140:190:240:290:340:400]
[BP_APPEARANCE_MODIFIER:RASPY_VOICE:0:70:90:100:110:130:200]

[SET_BP_GROUP:BY_CATEGORY:HEAD]
[BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]


These are as before.

Attack definitions are formatted as follows:

[ATTACK:WINGSLICE:BODYPART:BY_CATEGORY:WING]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:wingslice:wingslices]

This means that the attack will use as much of the available tissue as possible, rather than, say, thrusting with a spike.

[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:MAIN]

[ATTACK:PUNCH:BODYPART:BY_TYPE:STANCE]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:punch:punches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:SECOND]

This causes all of the nails on the finger's of a given grasp to be used.

[ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:GRASP:BY_CATEGORY:FINGER:NAIL]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:scratch:scratches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:SECOND]

This causes all of the teeth on a given head to be used.

[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:SECOND]
[ATTACK_FLAG_CANLATCH]

Here, GENERAL_BABY_NAME is at the creature level, and BABYNAME is at the caste level.  These names could be gender-specific but aren't right now.

[BABY:1]
[GENERAL_BABY_NAME:archon baby:archon babies]
[BABYNAME:archon baby:archon babies]
[CHILD:12]
[GENERAL_CHILD_NAME:archon child:archon children]
[CHILDNAME:archon child:archon children]
[EQUIPS]
[TRAPAVOID]
[WEBIMMUNE]
[ALL_ACTIVE]

This is the new format for making specific unit names for a creature.  Any unit token can be used.  If you want to add a caste-specific profession name, use CASTE_PROFESSION_NAME instead, once the caste has been declared.

[PROFESSION_NAME:CRAFTSMAN:craftsarchon:craftsarchons]
[PROFESSION_NAME:FISHERMAN:fisherarchon:fisherarchons]
[PROFESSION_NAME:HAMMERMAN:hammerarchon:hammerarchons]
[PROFESSION_NAME:SPEARMAN:speararchon:speararchons]
[PROFESSION_NAME:CROSSBOWMAN:marksarchon:marksarchons]
[PROFESSION_NAME:AXEMAN:axearchon:axearchons]
[PROFESSION_NAME:SWORDSMAN:swordsarchon:swordsarchons]
[PROFESSION_NAME:MACEMAN:macearchon:macearchons]
[PROFESSION_NAME:PIKEMAN:pikearchon:pikearchons]
[PROFESSION_NAME:BOWMAN:bowarchon:bowarchons]
[HOMEOTHERM:10067]
[SWIMS_LEARNED][SWIM_SPEED:250]
[PERSONALITY:ALTRUISM:50:75:100]
[PERSONALITY:COOPERATION:75:87:100]
[PERSONALITY:DUTIFULNESS:50:61:100]
[PERSONALITY:MODESTY:50:75:100]
[PERSONALITY:ORDERLINESS:50:80:100]
[PERSONALITY:SELF_DISCIPLINE:65:90:100]
[PERSONALITY:SYMPATHY:65:80:100]
[MANNERISM_FINGERS:finger:fingers]
[MANNERISM_NOSE:nose]
[MANNERISM_EAR:ear]
[MANNERISM_HEAD:head]
[MANNERISM_EYES:eyes]
[MANNERISM_MOUTH:mouth]
[MANNERISM_HAIR:hair]
[MANNERISM_KNUCKLES:knuckles]
[MANNERISM_LIPS:lips]
[MANNERISM_CHEEK:cheek]
[MANNERISM_NAILS:nails]
[MANNERISM_FEET:feet]
[MANNERISM_ARMS:arms]
[MANNERISM_HANDS:hands]
[MANNERISM_TONGUE:tongue]
[MANNERISM_LEG:leg]
[MANNERISM_SMILE]
[MANNERISM_WALK]
[MANNERISM_SIT]
[MANNERISM_POSTURE]
[MANNERISM_EYELIDS]

Now we'll declare the specific castes.

[CASTE:FEMALE]
The gender tag lets it know how breeding works.
[FEMALE]
[MULTIPLE_LITTER_RARE]
To add beards, put square brackets around the following:
BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS
[CASTE:MALE]
[MALE]
BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS

This command lets you select all of the castes again.

[SELECT_CASTE:ALL]

Now we'll select all of the hair tissue layers we can find so that we can add colorations to them.  Even if the castes have different tissue layers, it'll find the layers and establish modifiers for each of the castes properly.

[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHEEK_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHIN_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:MOUSTACHE]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:SIDEBURNS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:EYEBROW]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:EYELASH]

A color modifier takes a list of color patterns (every color is associated to a monotone color pattern of its color, so you can also use color tokens) and frequencies.

[TL_COLOR_MODIFIER:AMBER:1:AUBURN:1:BLACK:1:BROWN:1:BUFF:1:BURNT_SIENNA:1:BURNT_UMBER:1:CHARCOAL:1:CHESTNUT:1:CHOCOLATE:1:CINNAMON:1:COPPER:1:DARK_BROWN:1:DARK_CHESTNUT:1:DARK_TAN:1:ECRU:1:FLAX:1:GOLD:1:GOLDEN_YELLOW:1:GOLDENROD:1:LIGHT_BROWN:1:MAHOGANY:1:OCHRE:1:PALE_BROWN:1:PALE_CHESTNUT:1:PUMPKIN:1:RAW_UMBER:1:RUSSET:1:SAFFRON:1:SEPIA:1:TAN:1:TAUPE_DARK:1:TAUPE_GRAY:1:TAUPE_MEDIUM:1:TAUPE_PALE:1:TAUPE_SANDY:1]
[TLCM_NOUN:hair:SINGULAR]
[TL_COLOR_MODIFIER:GRAY:1]

This gives the start and finish time in <year>|<days> for the color change to occur

[TLCM_NOUN:hair:SINGULAR]
[TLCM_TIMING:ROOT:80:0:130:0]
[TL_COLOR_MODIFIER:WHITE:1]
[TLCM_NOUN:hair:SINGULAR]
[TLCM_TIMING:ROOT:130:0:150:0]

Now we'll select the eyebrows and eyelashes and give them variable lengths.

[SET_TL_GROUP:BY_CATEGORY:HEAD:EYEBROW]
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:50:80:90:100:110:120:150]
[APP_MOD_NOUN:eyebrows:PLURAL]
[APP_MOD_DESC_RANGE:55:70:90:110:130:145]
[TISSUE_LAYER_APPEARANCE_MODIFIER:DENSE:50:80:90:100:110:120:150]
[APP_MOD_NOUN:eyebrows:PLURAL]
[APP_MOD_DESC_RANGE:55:70:90:110:130:145]
[TISSUE_LAYER_APPEARANCE_MODIFIER:HIGH_POSITION:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyebrows:PLURAL]

[SET_TL_GROUP:BY_CATEGORY:HEAD:EYELASH]
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:50:80:90:100:110:120:150]
[APP_MOD_NOUN:eyelashes:PLURAL]
[APP_MOD_DESC_RANGE:55:70:90:110:130:145]

All of the other hair is selected and started at length zero.  It's fine to group them all together like this -- the creature can still accomodate different lengths once hair cutting/styling goes in.  I used one modifier here because the growth rates and starting length are all the same.

[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHEEK_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHIN_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:MOUSTACHE]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:SIDEBURNS]
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:0:0:0:0:0:0:0]
[APP_MOD_NOUN:hair:SINGULAR]

Here we set the growth rate.  This will change the modifier (LENGTH) by 1 each day up to a maximum of 1000 from the start of the dwarf's life (early beards!) for as long as the dwarf is alive.  The format is (APP_MOD_RATE|<rate>|<scale>|<min>|<max>|<start year>|<start day>|<end year>|<end day>) where the final two tokens can be replaced by NO_END if the growth is to continue indefinitely.

[APP_MOD_RATE:1:DAILY:0:1000:0:0:NO_END]
[APP_MOD_DESC_RANGE:10:25:75:125:200:300]

[TISSUE_LAYER_APPEARANCE_MODIFIER:CURLY:0:70:90:100:110:130:200]
[APP_MOD_NOUN:hair:SINGULAR]
[TISSUE_LAYER_APPEARANCE_MODIFIER:GREASY:0:70:90:100:110:130:200]
[APP_MOD_NOUN:hair:SINGULAR]
[TISSUE_LAYER_APPEARANCE_MODIFIER:DENSE:50:80:90:100:110:120:150]
[APP_MOD_NOUN:hair:SINGULAR]
[APP_MOD_DESC_RANGE:55:70:90:110:130:145]

[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[TISSUE_STYLE_UNIT:HAIR:STANDARD_HAIR_SHAPINGS]
[TSU_NOUN:hair:SINGULAR]

[SET_TL_GROUP:BY_CATEGORY:HEAD:CHEEK_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHIN_WHISKERS]
[TISSUE_STYLE_UNIT:BEARD:STANDARD_BEARD_SHAPINGS]
[TSU_NOUN:beard:SINGULAR]

[SET_TL_GROUP:BY_CATEGORY:HEAD:MOUSTACHE]
[TISSUE_STYLE_UNIT:MOUSTACHE:STANDARD_MOUSTACHE_SHAPINGS]
[TSU_NOUN:moustache:SINGULAR]

[SET_TL_GROUP:BY_CATEGORY:HEAD:SIDEBURNS]
[TISSUE_STYLE_UNIT:SIDEBURNS:STANDARD_SIDEBURNS_SHAPINGS]
[TSU_NOUN:sideburns:PLURAL]

Here we handle nail length.

*** need a new style to keep these short and need to make the entity def say to keep them short
[SET_TL_GROUP:BY_CATEGORY:FINGER:NAIL]
[PLUS_TL_GROUP:BY_CATEGORY:TOE:NAIL]
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:100:100:100:100:100:100:100]
[APP_MOD_RATE:1:DAILY:0:1000:0:0:NO_END]
[APP_MOD_NOUN:nails:PLURAL]

Here all of the skin is selected and various colors are listed.

[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]
[TL_COLOR_MODIFIER:BROWN:1:BURNT_UMBER:1:CINNAMON:1:COPPER:1:DARK_BROWN:1:DARK_PEACH:1:DARK_TAN:1:ECRU:1:PALE_BROWN:1:PALE_CHESTNUT:1:PALE_PINK:1:PEACH:1:PINK:1:RAW_UMBER:1:SEPIA:1:TAN:1:TAUPE_PALE:1:TAUPE_SANDY:1]
[TLCM_NOUN:skin:SINGULAR]

[TISSUE_LAYER_APPEARANCE_MODIFIER:WRINKLY:0:0:0:0:0:0:0]
[APP_MOD_RATE:1:YEARLY:0:100:60:0:NO_END]
[APP_MOD_NOUN:skin:SINGULAR]
[APP_MOD_DESC_RANGE:0:0:0:1:25:50]

Now we do the eyes, using the somewhat clunky eye color patterns.

[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:IRIS_EYE_AMETHYST:1:IRIS_EYE_AQUAMARINE:1:IRIS_EYE_BRASS:1:IRIS_EYE_BRONZE:1:IRIS_EYE_COBALT:1:IRIS_EYE_COPPER:1:IRIS_EYE_EMERALD:1:IRIS_EYE_GOLD:1:IRIS_EYE_HELIOTROPE:1:IRIS_EYE_JADE:1:IRIS_EYE_OCHRE:1:IRIS_EYE_RAW_UMBER:1:IRIS_EYE_RUST:1:IRIS_EYE_SILVER:1:IRIS_EYE_SLATE_GRAY:1:IRIS_EYE_TURQUOISE:1]
[TLCM_NOUN:eyes:PLURAL]
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Stirk

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Re: Were-Person mod?
« Reply #16 on: March 10, 2013, 02:40:31 pm »

The scratch one, correct? Then raising the [ATTACK_PENETRATION_PERC],  ATTACK_CONTACT_PERC , and maybe ATTACK_VELOCITY_MODIFIER  will make it act more like a sword, if that is what you want.
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Zogundar

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Re: Were-Person mod?
« Reply #17 on: March 10, 2013, 03:01:34 pm »

The scratch one, correct? Then raising the [ATTACK_PENETRATION_PERC],  ATTACK_CONTACT_PERC , and maybe ATTACK_VELOCITY_MODIFIER  will make it act more like a sword, if that is what you want.

You can raise those to over a hundred? I thought it was a.. percentage. Out of a hundred. I've never seen any of the other ones in the raws above 100.

And I mainly meant the Wing based attack actually, although it never hurts to have a spare.
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Stirk

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Re: Were-Person mod?
« Reply #18 on: March 10, 2013, 03:06:27 pm »

Quote
You can raise those to over a hundred? I thought it was a.. percentage. Out of a hundred. I've never seen any of the other ones in the raws above 100.

"Note that all attack percentages can be more than 100%."

Gotta love the wiki. Just put a bunch of 0s until things start to work.
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GuesssWho

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Re: Were-Person mod?
« Reply #19 on: March 10, 2013, 04:03:10 pm »

Speaking of attacks, how would you make a creature spit venom?
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Putnam

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Re: Were-Person mod?
« Reply #20 on: March 10, 2013, 04:22:07 pm »

Same way you'd make it spit anything else, but with LIQUID_GLOB instead, I guess.

GuesssWho

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Re: Were-Person mod?
« Reply #21 on: March 10, 2013, 04:47:27 pm »

Is there any creature that spits venom I could look at? It's a lot easier if I have an example.
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Putnam

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Re: Were-Person mod?
« Reply #22 on: March 10, 2013, 04:52:22 pm »

The wiki's example on material emissions under syndromes is pretty much exactly what you want.

GuesssWho

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Re: Were-Person mod?
« Reply #23 on: March 10, 2013, 05:20:02 pm »

My work so far:

Code: [Select]
[CREATURE: SNATTACAKE]
[DESCRIPTION: A strange being with a cat's head and torso but a snakelike neck and tail. It uses its tree-branching tongue as a hand.]
[NAME: snattacake:snattacakes:snattacake]
[CASTE_NAME:snattacake:snattacakes:snattacake]
[CHILD:1][GENERAL_CHILD_NAME: hatchcubling][LAYS_EGGS]
[CREATURE_TILE:'S'][COLOR:AQUA]
[INTELLIGENT] [CANOPENDOORS][LISP]
[NO_EAT][NO_DRINK][NO_SLEEP][NOBREATHE][NOTHOUGHT][NOSTUN][NO_DIZZY][NOFEAR][NO_THOUGHT_CENTER_FOR_MOVEMENT][NO_EXERT][NOPAIN]
[WEBIMMUNE][TRAPAVOID][FIREIMMUNE_SUPER]
[PREFSTRING:bizarre tongue]
[BODY:QUADRUPED:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:SKULL:5TOES_FQ_REG:5TOES_RQ_REG:MOUTH:ARM_TONGUE:GENERIC_TEETH_WITH_FANGS:RIBCAGE]
[RELSIZE:BY_CATEGORY:NECK:800]
[RELSIZE:BY_CATEGORY:TAIL:800]

[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[BODYGLOSS:PAW]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
[BODY_SIZE:0:0:22500]
[BODY_SIZE:1:0:100000]
[BODY_SIZE:2:0:225000]
[BODY_APPEARANCE_MODIFIER:LENGTH:100:105:108:110:112:115:120]
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[MAXAGE:10:20]
[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:900]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_CANLATCH]
[ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:STANCE:BY_CATEGORY:ALL:CLAW]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:claw:claws]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:500]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_CANLATCH]
[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:spit venom]
  [CDI:USAGE_HINT:ATTACK]
  [CDI:BP_REQUIRED:BY_CATEGORY:MOUTH]
  [CDI:MATERIAL:LOCAL_CREATURE_MAT:CUSTOMMATERIAL:LIQUID_BLOB]
  [CDI:TARGET:C:LINE_OF_SIGHT]
  [CDI:TARGET_RANGE:C:15]
  [CDI:MAX_TARGET_NUMBER:C:1]
  [CDI:WAIT_PERIOD:50]


[CASTE:FEMALE]
[CASTE_NAME:cake:cakes:cake]
[FEMALE]
[CASTE:MALE]
[CASTE NAME:snat:snats:snat]


[USE_MATERIAL_TEMPLATE:POISON:CREATURE_EXTRACT_TEMPLATE]
[STATE_NAME:ALL_SOLID:frozen snattacake venom]
[STATE_ADJ:ALL_SOLID:frozen snattacake venom]
[STATE_NAME:LIQUID:snattacake venom]
[STATE_ADJ:LIQUID:snakkacake venom]
[STATE_NAME:GAS:boiling snattacake venom]
[STATE_ADJ:GAS:boiling snattacake venom]
[PREFIX:NONE]
[ENTERS_BLOOD]
[SYNDROME]
[SYN_NAME:snattacake bite]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_IMMUNE_CREATURE:SNATTACAKE:ALL]
[SYN_INJECTED]
[SYN_CONTACT]
[CE_UNCONCIOUSNESS:SEV:100:PROB:100:RESISTABLE:SIZE_DILUTES:START:5:PEAK:10:END:20]
[CE_NECROSIS:SEV:100:PROB:100:BP:BY_CATAGORY:EYE:ALL:RESISTABLE:SIZE_DILUTES:START:5:PEAK:10:END:20]
[CE_BLEEDING:SEV:100:PROB:100:LOCALIZED:RESISTABLE:SIZE_DILUTES:START:5:PEAK:10:END:20]

Now I just need to make the materials and put them together.
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I have no clue what I am doing here.


I have no idea where anything is. I have no idea what anything does. This is not merely a madhouse designed by a madman, but a madhouse designed by many madmen, each with an intense hatred for the previous madman's unique flavour of madness.
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