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DF Modding / Re: Bad advice! Ethnic Diversity Mod (( HELP ))
« on: August 09, 2014, 09:48:25 am »To make adding the castes a bit easier, and cut down on repetitive work, use this creature variation:Code: [Select][CREATURE_VARIATION:ETHNIC_CASTE] hair:skinAnd put this in the creature:
[CV_NEW_TAG:CASTE:MALE_!ARG1_!ARG2]
[CV_NEW_TAG:MALE]
[CV_NEW_TAG:BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS]
[CV_NEW_TAG:SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[CV_NEW_TAG:PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHEEK_WHISKERS]
[CV_NEW_TAG:PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHIN_WHISKERS]
[CV_NEW_TAG:PLUS_TL_GROUP:BY_CATEGORY:HEAD:MOUSTACHE]
[CV_NEW_TAG:PLUS_TL_GROUP:BY_CATEGORY:HEAD:SIDEBURNS]
[CV_NEW_TAG:PLUS_TL_GROUP:BY_CATEGORY:HEAD:EYEBROW]
[CV_NEW_TAG:PLUS_TL_GROUP:BY_CATEGORY:HEAD:EYELASH]
[CV_NEW_TAG:TL_COLOR_MODIFIER:!ARG1:1]
[CV_NEW_TAG:SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]
[CV_NEW_TAG:TL_COLOR_MODIFIER:!ARG2:1]
[CV_NEW_TAG:CASTE:FEMALE_!ARG1_!ARG2]
[CV_NEW_TAG:FEMALE]
[CV_NEW_TAG:BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS]
[CV_NEW_TAG:SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[CV_NEW_TAG:PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHEEK_WHISKERS]
[CV_NEW_TAG:PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHIN_WHISKERS]
[CV_NEW_TAG:PLUS_TL_GROUP:BY_CATEGORY:HEAD:MOUSTACHE]
[CV_NEW_TAG:PLUS_TL_GROUP:BY_CATEGORY:HEAD:SIDEBURNS]
[CV_NEW_TAG:PLUS_TL_GROUP:BY_CATEGORY:HEAD:EYEBROW]
[CV_NEW_TAG:PLUS_TL_GROUP:BY_CATEGORY:HEAD:EYELASH]
[CV_NEW_TAG:TL_COLOR_MODIFIER:!ARG1:1]
[CV_NEW_TAG:SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]
[CV_NEW_TAG:TL_COLOR_MODIFIER:!ARG2:1]Code: [Select][APPLY_CREATURE_VARIATION:ETHNIC_CASTE:AMBER:BROWN]The new creature variations are really quite powerful. I only wish you could have parameters for material templates, or something similar for items, reactions, or entities.
Nifty. I was wondering if there was a way to make use of creature variations to get a broader variety of different material'd rock creatures/dwarf beards than just brute forcing in each individual material at the tissue level and then creating two castes for the males and females of that rock/metal type.
The material template restriction seems like it might be a bit difficult or impossible to work around at that level, though.
So you'd just have several lines of:
Code: [Select]
[APPLY_CREATURE_VARIATION:ETHNIC_CASTE:AMBER:BROWN]in a row, with the only difference being the variation in !ARG1 & !ARG2?

You've gotten me interested now. I have even less of an understanding of syndromes than I do of the body parts, though.