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Author Topic: [MODDING] CREATURE & ENTITY QUESTIONS THREAD  (Read 257061 times)

Meph

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[MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: May 22, 2012, 12:59:54 am »

The modding questions thread sometimes gets very cluttered, and different people know more about some categories, and less about others. For creatures, I would ask hugo, for interactions I would ask narhiril, for entities, deon. I hope it is a good idea to split the old questions thread into fields. If you disagree, simply dont post here, and it will disappear from itself after a few days ;)


All creature or entity related questions go here.


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Deon

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1 on: May 22, 2012, 01:31:37 am »

I don't know where did you get the impresion "who knows what", I am pretty sure we all know the creatures, the entities, the items and the interactions in more or less the same level. Everyone has his own tricks though. And I am not a pro in material stats, I still do not fully understand how do different shear, tear etc. values interact with each other.
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Meph

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2 on: May 22, 2012, 01:48:03 am »

Just what I saw... I know that most modders here know the usual stuff on any topic, but I really havent seen anyone who pulled of your trick with different creature sprites in one entity, or can do body/body detail plans as well as hugo (he did creatures for his mod, automation fortress, masterwork, LfR) or set up interactions like narhiril (with two mages that boost their powers, co-op spells, creature spawning in workshops, illusionary copies of mages)

So, anyway, I hope this helps new modders a bit. And if it does not, no harm done, if no one uses these categorized threads, they will dissappear by themselves.
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Putnam

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3 on: May 22, 2012, 08:54:45 am »

narhiril actually did the "different creature sprites in one entity" first with her Shedim, I'm pretty sure.

Tirion

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4 on: May 22, 2012, 04:11:27 pm »

I have a question: what does [FIREIMMUNE][FIREIMMUNE_SUPER] do? I had an adventurer in 34.09 who started melting when coming in contact with some interaction-induced fire, despite having these tokens.
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Hugo_The_Dwarf

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #5 on: May 22, 2012, 04:43:10 pm »

I believe it stops the creature from ctaching !!FIRE!! but materials still gain heat, thus the melting. So the easiest way is just make your creature out of magma-safe materials, or do [SELECT_MATERIAL:ALL] and change the melting + boiling + heatdam points to really high or NONE
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Naryar

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #6 on: May 23, 2012, 05:47:56 am »

They seem to protect from firebreath, but not from magma.

NineFourEightSeven

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #7 on: May 23, 2012, 02:23:50 pm »

So I'm trying to make a creature that is a copy of a rat, that spreads a syndrome similar to the bubonic plague, but I can't spawn it in the arena. Is it a size thing?

Spoiler: Plague Rat Creature (click to show/hide)
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Hugo_The_Dwarf

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #8 on: May 23, 2012, 03:27:42 pm »

Vermin cannot be spawned in arena mode. try finding them in fortress mode or adv. mode. Also removing all other vermin for this test is recommended

or remove VERMIN tags and test it as a full sized creature
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leafbarrett

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #9 on: May 23, 2012, 07:35:03 pm »

I'm trying to make a class that spawns along with, or can at least join with, the dwarves, and perform some of the same functions (being natural medics and defense against tantrum spirals (themselves being damn near immune to losing their temper, and being experts at consoling and pacifying), with some small (read: barely able to stand up to the least skilled dwarf possible without taking heavy damage) military skill with swords/bows and the ability to mine, farm, and brew; at the expense of being able to do much of anything aside from go squish if anything manages to hit them (their maximum starting toughness is less than half of dwarves' MEDIAN toughness)). How do? I've found NO guides on this.
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Quote from: leafbarrett
Quote
They can do whatever the heck they want. That's why they are nobles, cause they CAN.
King Henry the IV or something had a lot of wives, most of whom he executed. Because he could.
A ton of them mass-murdered Jews and Muslims. CAUSE THEY COULD.
A roman emperor made his horse a noble, cause he could.
And I modded them all out of existence, because I could.
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Hugo_The_Dwarf

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #10 on: May 23, 2012, 07:50:53 pm »

You mean castes?

I think what you might be looking for is Castes and a custom noble position

For the castes you might want to look up NATURAL_SKILL, and SKILL_LEARN_RATE and its 5 other cousins (each one acts differently)

for the entity make one that has [RESPONSIBILITY:MEET_WORKERS] so they can put the PACIFY skills to use

oh and PHYS_ATT_RANGE for the castes, you can alter STRENGTH, AGILITY, TOUGHNESS, ENDURANCE, RECUPERATION, and DISEASE_RESISTANCE with those. Max is 5000 but syndromes can boost these stats over the maximum
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leafbarrett

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #11 on: May 23, 2012, 07:59:22 pm »

The thing is, they have a separate species name, and separate physical stats (taller and thinner), along with not needing alcohol; they also aren't cross-breedable - they're quite literally a separate species altogether.
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Quote from: leafbarrett
Quote
They can do whatever the heck they want. That's why they are nobles, cause they CAN.
King Henry the IV or something had a lot of wives, most of whom he executed. Because he could.
A ton of them mass-murdered Jews and Muslims. CAUSE THEY COULD.
A roman emperor made his horse a noble, cause he could.
And I modded them all out of existence, because I could.
sig text

Putnam

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #12 on: May 23, 2012, 08:05:05 pm »

You can still do that with castes. You just need to move everything that makes a dwarf into dwarf castes. See my dwarven equality mod.

Hugo_The_Dwarf

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #13 on: May 23, 2012, 08:08:11 pm »

the cross breeding part would be hard not to have, unless you make them genderless. Because you can only control creatures that your civ/entity consist of, which is one at a time DWARF

so unless they are a CASTE of DWARF/HUMAN/ELF whatever your controllable civ is they will simply be (stray) and <tame> aka pets.

have a looky at how my Geneforge race works
Spoiler (click to show/hide)


I have a syndrome that transforms humans into serviles (acually thats a lie, I normally transform specailly bred pets for that) Humans act as hireable "Mercs" to better help you on those dangerous embarks
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leafbarrett

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #14 on: May 23, 2012, 08:42:00 pm »

Code: [Select]
[CREATURE:GARDEVOIR]
[DESCRIPTION:A slender, friendly humanoid with unrivaled patience and skilled medical knowledge.]
[NAME:Gardevoir:Gardevoirs:Gardevoir]
[CASTE_NAME:Gardevoir:Gardevoirs:Gardevoir]
[CREATURE_TILE:71][COLOR:0:8:0]
[CREATURE_SOLDIER_TILE:2]
[INTELLIGENT]
[TRANCES]
[BENIGN]
[CANOPENDOORS]
[CANNOT_UNDEAD]
[EXTRAVISION]
[GOOD]
[GRASSTRAMPLE:0]
[MAGMAVISION]
[NONAUSEA]
[NOEXERT]
[NOT_BUTCHERABLE]
[PET]
[COMMON_DOMESTIC]
[ADOPTS_OWNER]
[PETVALUE:200]
[NATURAL_SKILL:DIAGNOSE:20]
[NATURAL_SKILL:DRESS_WOUNDS:20]
[NATURAL_SKILL:SET_BONE:20]
[NATURAL_SKILL:SURGERY:20]
[NATURAL_SKILL:SUTURE:20]
[NATURAL_SKILL:JUDGE_OF_INTENT:100]
[NATURAL_SKILL:CONSOLER:100]
[NATURAL_SKILL:PACIFIER:100]
CAN_DO_INTERACTION:MATERIAL_EMISSION
CDI:ADV_NAME:Psychic blast
CDI:USAGE_HINT:ATTACK
CDI:BP_REQUIRED:BY_CATEGORY:HEAD
CDI:MATERIAL:FIREJET
CDI:TARGET:C:LINE_OF_SIGHT
CDI:TARGET_RANGE:C:15
CDI:MAX_TARGET_NUMBER:C:1
CDI:WAIT_PERIOD:250
[PREFSTRING:kindness]
[BODY:HUMANOID:2EYES:6EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:SKULL:3FINGERS:5TOES:MOUTH:TONGUE:FACIAL_FEATURES:TEETH:RIBCAGE]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[BODY_DETAIL_PLAN:HEAD_HAIR_TISSUE_LAYERS]
[USE_TISSUE_TEMPLATE:EYEBROW:EYEBROW_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:HEAD:EYEBROW:ABOVE:BY_CATEGORY:EYE]
[USE_TISSUE_TEMPLATE:EYELASH:EYELASH_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:EYELID:EYELASH:FRONT]
[USE_MATERIAL_TEMPLATE:NAIL:NAIL_TEMPLATE]
[USE_TISSUE_TEMPLATE:NAIL:NAIL_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:FINGER:NAIL:FRONT]
[TISSUE_LAYER:BY_CATEGORY:TOE:NAIL:FRONT]
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]
[TL_MAJOR_ARTERIES]
[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUES]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
[HAS_NERVES]
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[CREATURE_CLASS:GENERAL_POISON]
[GETS_WOUND_INFECTIONS]
[GETS_INFECTIONS_FROM_ROT]
[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]

[PHYS_ATT_RANGE:STRENGTH:450]              +
[PHYS_ATT_RANGE:AGILITY:1500:1600:1700]                 -
[PHYS_ATT_RANGE:TOUGHNESS:450]             +
[MENT_ATT_RANGE:ANALYTICAL_ABILITY:2250]    +
[MENT_ATT_RANGE:FOCUS:2500]                ++
[MENT_ATT_RANGE:CREATIVITY:1500:1700:1900:2100:2250]            +
[MENT_ATT_RANGE:PATIENCE:22500]              +
[MENT_ATT_RANGE:MEMORY:2000:2100:2250]                +
[MENT_ATT_RANGE:SPATIAL_SENSE:2500]        ++

[BODY_SIZE:0:0:3000]
[BODY_SIZE:1:168:9000]
[BODY_SIZE:12:0:80000]

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:85:95:98:100:102:105:135]
[APP_MOD_IMPORTANCE:500]
[BODY_APPEARANCE_MODIFIER:BROADNESS:65:65:65:75:75:75:85]
[APP_MOD_IMPORTANCE:100]

[SET_BP_GROUP:BY_CATEGORY:EYE]
[BP_APPEARANCE_MODIFIER:LARGE_IRIS:25:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]


[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:BROADNESS:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_NOUN:ears:PLURAL]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
[BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_NOUN:ears:PLURAL]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]

[SET_BP_GROUP:BY_CATEGORY:TOOTH]
[BP_APPEARANCE_MODIFIER:LENGTH:100:100:100:100:100:100:100] for vampires
[APP_MOD_IMPORTANCE:1000]
[APP_MOD_NOUN:teeth:PLURAL]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]

[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:HEAD]
[BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
[BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]

[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:punch:punches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:MAIN]

[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:kick:kicks]
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:SECOND]

[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]

[BABY:1]
[GENERAL_BABY_NAME:Ralts:Raltses]
[BABYNAME:Ralts:Raltses]
[CHILD:12]
[GENERAL_CHILD_NAME:Kirlia:Kirlias]
[CHILDNAME:Kirlia:Kirlias]
[EQUIPS]
[DIURNAL]

[PROFESSION_NAME:CRAFTSMAN:craftswoman:craftswomen]
[PROFESSION_NAME:FISHERMAN:fisherwoman:fisherwomen]
[PROFESSION_NAME:SPEARMAN:spearwoman:spearwomen]
[PROFESSION_NAME:CROSSBOWMAN:markswoman:markswomen]
[PROFESSION_NAME:SWORDSMAN:swordswoman:swordswomen]
[PROFESSION_NAME:BOWMAN:bowwoman:bowwomen]
[PROFESSION_NAME:MASTER_CROSSBOWMAN:Elite Markswoman:Elite Markswomen]
[PROFESSION_NAME:MASTER_BOWMAN:Elite Bowwoman:Elite Bowwomen]
[SPEECH:gardevoir.txt]
[HOMEOTHERM:10067]
[SWIMS_INNATE][SWIM_SPEED:2500]
[PERSONALITY:IMMODERATION:0:0:0]
[PERSONALITY:ANGER:0:0:0]
[PERSONALITY:ANXIETY:0:0:20]
[PERSONALITY:SELF_CONSCIOUSNESS:10:39:100]
[PERSONALITY:DEPRESSION:0:39:75]
[PERSONALITY:VULNERABILITY:0:0:0]
[PERSONALITY:STRAIGHTFORWARDNESS:0:55:100]
[PERSONALITY:IMMODERATION:76:100:100]
[PERSONALITY:GREGARIOUSNESS:76:90:100]
[PERSONALITY:ASSERTIVENESS:0:40:80]
[PERSONALITY:CHEERFULNESS:76:90:100]
[PERSONALITY:ARTISTIC_INTEREST:50:75:90]
[PERSONALITY:EMOTIONALITY:100:100:100]
[PERSONALITY:LIBERALISM:50:50:50]
[PERSONALITY:TRUST:60:90:100]
[PERSONALITY:ALTRUISM:100:100:100]
[PERSONALITY:COOPERATION:100:100:100]
[PERSONALITY:SYMPATHY:100:100:100]
[PERSONALITY:CAUTIOUSNESS:75:90:100]
[MANNERISM_FINGERS:finger:fingers]
[MANNERISM_NOSE:nose]
[MANNERISM_EAR:ear fin]
[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_LAUGH]
[MANNERISM_SMILE]
[MANNERISM_WALK]
[MANNERISM_SIT]
[MANNERISM_BREATH]
[MANNERISM_POSTURE]
[MANNERISM_STRETCH]
[MANNERISM_EYELIDS]

[CASTE:FEMALE]
The gender tag lets it know how breeding works.
[FEMALE]
[MULTIPLE_LITTER_RARE]

[CASTE:MALE]
[MALE]

[SELECT_CASTE:ALL]

[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:EYEBROW]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:EYELASH]

[TL_COLOR_MODIFIER:GREEN:8192:LGREEN:8192:BLUE:1:LBLUE:1]
[TLCM_NOUN:hair:SINGULAR]

[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]

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

[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:SIDEBURNS]
[TISSUE_STYLE_UNIT:SIDEBURNS:STANDARD_SIDEBURNS_SHAPINGS]
[TSU_NOUN:sideburns:PLURAL]

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:0: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:WHITE:1]
[TLCM_NOUN:skin:SINGULAR]

[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:IRIS_EYE_RED:8192]
[TLCM_NOUN:eyes:PLURAL]
So what do I do with this? Is it possible to cram all of that into castes, or is most of it caste-exclusive?
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Quote from: leafbarrett
Quote
They can do whatever the heck they want. That's why they are nobles, cause they CAN.
King Henry the IV or something had a lot of wives, most of whom he executed. Because he could.
A ton of them mass-murdered Jews and Muslims. CAUSE THEY COULD.
A roman emperor made his horse a noble, cause he could.
And I modded them all out of existence, because I could.
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