DF Modding / ALL the attribute names in raw form (solved)
« on: May 17, 2010, 12:10:12 am »They're NOWHERE on the wiki that i can find and searching here gave nothing.
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code:[CREATURE:JELLY_GREY]
[NAME:grey jelly:grey jellies:grey jelly]
[TILE:147][ALTTILE:148][GLOWTILE:'*']
[COLOR:7:0:0][GLOWCOLOR:7:0:1][REMAINS_COLOR:0:0:1]
[MODVALUE:5]
[GENPOWER:2]
[PREFSTRING:lethargic rolling]
[ALL_ACTIVE]
[POPULATION_NUMBER:8:24]
[CLUSTER_NUMBER:6:9]
[NATURAL][BENIGN][MEANDERER]
[PET][PETVALUE:75]
[BODY:SLIME_BODY:SLIME_MOUTH:SLIME_MOVEMENT:SLIME_BRAIN:SLIME_GUTS]
[SIZE:2]
[MAXAGE:10:30]
[ATTACK:MAIN:BYTYPE:SLIME_MOUTH:bite:bites:1:2:BITE][ATTACKFLAG_CANLATCH]
[CHILD:1][CHILDNAME:grey jelly bud:grey jelly buds]
[NO_WINTER]
[NOBREATHE][NOEMOTION][NOFEAR][NOEXERT][NOSTUN]
[NOSKULL][NOBONES][NOSKIN]
[BLOODTYPE:0]
[FAT:1][NOMEAT][NOSMELLYROT]
[PARALYZEIMMUNE][STOUT][WEBIMMUNE]
[STANDARD_FLESH]
[BIOME_ANY_POOL]
[BIOME_ANY_WETLAND]
[HOMEOTHERM:10067]
[AMPHIBIOUS][SWIMS_INNATE][SWIM_SPEED:1500]
[SPEED:2200]
And the body part info from the body_default:
code:[BODY:SLIME_BODY]
[BP:UB:jelly skin][UPPERBODY]
[BP:LB:jelly interior][CON:UB][LOWERBODY][BODY:SLIME_MOUTH]
[BP:MOUTH:phagosome][CONTYPE:UPPERBODY][MOUTH][SMELL][SMALL][EMBEDDED][APERTURE][BODY:SLIME_MOVEMENT]
[BP:FOOT:pseudopod][CONTYPE:LOWERBODY][STANCE][SIGHT][HEAR][BODY:SLIME_BRAIN]
[BP:BRAIN:nucleus][CONTYPE:LOWERBODY][THOUGHT][NERVOUS][BREATHE][INTERNAL][SMALL][BODY:SLIME_GUTS]
[BP:GUTS:gelatin][CONTYPE:LOWERBODY][GUTS][INTERNAL]
As well, one question:
Do i need to generate a new world to get this to work? Because i've done that at least 8 times now and after looking in all the wetland biome areas, i can't see any of my creations rolling around.
[FKIN CODE SMILEYS]
[ November 21, 2007: Message edited by: Mechanoid ]
[ October 12, 2007: Message edited by: Mechanoid ]
I have a sneaking feeling that using reveal.exe makes your dwarves want adamantium, despite never bridging the river.
However, i now have all the spider silk, pig tail cloth, and leather i will need for an entire year. As well as the equipment from a dead caravan gaurd. It was a dwarven caravan, btw, so my guys CAN use the equipment!
Finally:
Also, caravan theft.
Continuity issues abound...
You cannot state what equipment your dwarves have, or the outcome of the fight. Simply who attacks, where they attack, and what the defenses they attack look like. Also, the maximum area for your defenses is 25x25 characters; a screenshot of in-game or simple text characters is necessary. Please, be sure to define what is what! The fight can take place anywhere, as well, not just around the chasm or lava flow; the middle of the exterior, or simply somewhere in the middle of your dungeon. Er. FORT. Sorry, i had a relapse into Dungeon Keeper mode for a second there... 
Discussions and what your setup concept would be should be seperated by some number of -'s, ='s, or what-have-you. You can do flood-filling rooms and all the similar "LOL!" sort of traps (squishing demons with retractable bridges) but please note when you're doing so. Effective concepts on non-standard environments with standard strategies (IE: no pancake machines) gets double points.
=====
Where: Chasm
Who: Firemen
What:
code:#######.. .###
##..X... ..###
##..F... .... >
##..F. ...##
/////////////////
##..F.. ..###
L#..F... .###
<.D..F..BBBB...###
######## .####
Here we have had the rock walls (#) around the chasm hollowed out to create a walkable ledge, and a very long row of (F)ortifications ended with a Floodgate (X) which is linked to the (L)ever. The (D)oor and the pathway with the <arrow> arrow leads to the right of the map. Slashes (/) have been used to demonstrate just how long this setup could be. Obviously, behind the fortifications would be marksdwarves.
I used a floodgate instead of a door because a floodgate can be coupled to a channel later on, and because i think that floodgates are slightly stronger; even if it has to be open if i want dwarves to be able to pass through.
[ August 31, 2006: Message edited by: Mechanoid ]