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Author Topic: Additional Animal Sounds [.34.02 v.02] - a mod for adventure mode  (Read 4139 times)

monk12

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Re: Additional Animal Sounds [.34.02 v.02] - a mod for adventure mode
« Reply #15 on: February 28, 2012, 02:40:56 am »

Oooh, I like the subterranean critters having sounds. Lost many an adventurer in the caverns because I didn't have time to react to the sudden attack of Blind Cave Ogres, or worse, GCS.

Igfig

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Re: Additional Animal Sounds [.34.02 v.02] - a mod for adventure mode
« Reply #16 on: February 28, 2012, 07:35:28 pm »

Okay, I've put together a range of example interactions. Some interesting things I've learned:
  • Only the CONTACT and HIDE interaction effects offer descriptions that end in periods ("You wave at the dwarf."). Everything else ends in an exclamation mark ("You wave at the dwarf!").
  • CONTACT requires two targets, a subject and an object, for its descriptions. You can have sentences like "You head-bump the human.", or even "You hum to yourself." but not "You dance."
  • HIDE only needs one target (so you can have sentences without an object), but it also, y'know, hides you.
  • Basically, there's no good way to do non-dramatic targetless interactions.
  • Also, BP_REQUIRED only ever applies to a single target, so you can't, say, get two people to shake hands correctly.

Anyway.

A file with a bunch of new base interactions:
Spoiler (click to show/hide)

Wagging one's tail, for dogs:
Spoiler (click to show/hide)

Vanishing into the undergrowth, for foxes and other stealthy animals:
Spoiler (click to show/hide)

Beating ones' chest, for male gorillas (which for some reason are quadrupeds instead of humanoids in the raws?)
Spoiler (click to show/hide)

Chattering at people, for squirrels, monkeys, and other rude creatures (you might replace the chattering with hooting/scolding/etc.):
Spoiler (click to show/hide)

Various social interactions for civilized creatures:
Spoiler (click to show/hide)

The social interactions refer to three new speech files, which should be placed in data/speech:
Spoiler (click to show/hide)

You might also consider making use of the Speech Expansion mod. It adds a ton of new content to all of the speech files. It's a little different from what you're doing, but its purpose is similar.

trees

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Re: Additional Animal Sounds [.34.02 v.02] - a mod for adventure mode
« Reply #17 on: February 28, 2012, 09:55:03 pm »

Okay, I've put together a range of example interactions.

These are great, thank you for sharing. I didn't think of using CDI:VERBAL_SPEECH for that sort of thing at all, but it seems like it would work perfectly. I'll be including some animal-centric ones in the next release.

I've seen that Speech Expansion mod, along with Deon's FlavorText and umiman's It's The Small Things for 40d. I wouldn't mind this project becoming a sort of successor to It's The Small Things, but for now I'm just going to finish up animal stuff and see where things go from there.
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Re: Additional Animal Sounds [.34.02 v.02] - a mod for adventure mode
« Reply #18 on: May 10, 2012, 05:07:17 pm »

I followed a link from Masterwork adventure mode to here, so pardon me if while I necromance.

I realize it's beyond the scope of your project, but since your'e using interactions anyways, you could include a secret that causes some sentients to perform impromptu songs whenever they have an audience.
Logged
Maybe that the dwarves never died and everyone is just shunning them.
"Wait, what are you doing?  I don't want to go in there!  No, I'm still alive, you can't do this to me!  Is Anybody listening?  Hello... Can someone let me out?  Help me!  Is anyone there?  I'm running out of air!"
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