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Author Topic: [MODDING] CREATURE & ENTITY QUESTIONS THREAD  (Read 646430 times)

smakemupagus

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1845 on: June 12, 2016, 10:31:24 pm »

Combining freezing gas (applied liek Eric Blank says) along with water can be more powerful than the gas alone, since the ultracold ice stays on their skin.

Cold-liquid injection from a bite

Cast spells to make enemies weak against WATER; then throw solid ice globs

leafbarrett

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1846 on: June 13, 2016, 12:38:40 pm »

You can give them an interaction that launches the material as a liquid glob which will spatter on the target at range. If the materials boiling point is below its fixed temperature, it should then promptly explode into a gaseous form. If that material has a syndrome attached or is cold enough on its own it should take effect then and there. That will help keep friendlies out of harms way, mostly.
Combining freezing gas (applied like Eric Blank says) along with water can be more powerful than the gas alone, since the ultracold ice stays on their skin.
How would I combine it with water? Is it possible for an interaction to launch more than one material at a time?
Cast spells to make enemies weak against WATER; then throw solid ice globs
Ooh, that's a thing you can do? Neat~ I must have overlooked that before on the Syndrome wiki page.
So, something like this?
Code: [Select]
[USE_MATERIAL_TEMPLATE:FREEZE_BLAST:CREATURE_EXTRACT_TEMPLATE]
[STATE_COLOR:ALL_SOLID:AQUA]
[STATE_NAME:ALL_SOLID:no]
[STATE_ADJ:ALL_SOLID:no]
[STATE_COLOR:LIQUID:AQUA]
[STATE_NAME:LIQUID:frost blast]
[STATE_ADJ:LIQUID:frost blast]
[STATE_COLOR:GAS:AQUA]
[STATE_NAME:GAS:freezing mist]
[STATE_ADJ:GAS:freezing mist]
[MELTING_POINT:100]
[BOILING_POINT:200]
[FIXED_TEMP:9500]
[COLDDAM_POINT:NONE]
[PREFIX:NONE]
[SYNDROME]
[SYN_NAME:frost]
[SYN_CONTACT][SYN_INHALED]
[SYN_IMMUNE_CREATURE:POKEMON:GLACEON_M]
[SYN_IMMUNE_CREATURE:POKEMON:GLACEON_F]
[CE_SPEED_CHANGE:SPEED_PERC:60:START:0:END:500]
[CE_MATERIAL_FORCE_MULTIPLIER:MAT_MULT:WATER:3:2:START:0:END:1000]
[CE_FLASH_TILE:TILE:219:7:0:1:FREQUENCY:1000:50:START:0:END:500]
[CE_FLASH_TILE:TILE:179:3:0:1:FREQUENCY:1000:50:START:500:END:750]
[CE_FLASH_TILE:TILE:178:3:0:1:FREQUENCY:1000:50:START:750:END:900]
[CE_FLASH_TILE:TILE:177:3:0:1:FREQUENCY:1000:50:START:900:END:1000]

[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:Launch an icy blast]
[CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_CATEGORY:MOUTH]
[CDI:MATERIAL:LOCAL_CREATURE_MAT:FREEZE_BLAST:LIQUID_GLOB]
[CDI:VERB:launch an icy blast:launches an icy blast:NA]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:15]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:100]
[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:Launch a chunk of ice]
[CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_CATEGORY:MOUTH]
[CDI:MATERIAL:WATER:SOLID_GLOB]
[CDI:VERB:launch a chunk of ice:launches a chunk of ice:NA]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:15]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:50]
« Last Edit: June 13, 2016, 01:35:23 pm by leafbarrett »
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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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Repseki

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1847 on: June 13, 2016, 07:59:28 pm »

Pretty sure this should work for a multi-mat material emission. Pulled it from one of the interaction sharing threads from a while back. You'll have to plug the materials you want directly into the interaction though, instead of specifying under CAN_DO_INTERACTION.

Code: [Select]
[INTERACTION:MAGIC_MISSLE_SPLIT]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:MATERIAL]
[IT_MATERIAL:MATERIAL:WATER:SOLID_GLOB]
[I_TARGET:B:MATERIAL]
[IT_MATERIAL:MATERIAL:INORGANIC:STONE:SOLID_GLOB]
[I_TARGET:C:LOCATION]
[IT_LOCATION:CONTEXT_LOCATION] <-- this is always the emitter for now
[I_TARGET:D:LOCATION]
[IT_LOCATION:CONTEXT_LOCATION]
[IT_MANUAL_INPUT:target]
[I_EFFECT:MATERIAL_EMISSION]
[IE_TARGET:A]
[IE_TARGET:C]
[IE_TARGET:D]
[IE_IMMEDIATE]
[I_EFFECT:MATERIAL_EMISSION]
[IE_TARGET:B]
[IE_TARGET:C]
[IE_TARGET:D]
[IE_IMMEDIATE]
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smakemupagus

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1848 on: June 14, 2016, 01:47:24 am »

How would I combine it with water? Is it possible for an interaction to launch more than one material at a time?

They approach I used was multiple interactions, the key ones being liquid globs of water and a trailing vapor flow of "freeze juice" (ICEBOLT_ORC).  Note Caste level homeotherm and fixed temp -- otherwise they'll kill themselves by frostbite.

Code: [Select]
[CASTE:FROSTSKALD_MALE]
[CASTE_NAME:frostskald:frostskalds:frostskald]
[CREATURE_CLASS:ORC_MALE]
[MALE]
[BODY_SIZE:0:0:3000] -- body size like a Goblin in masterwork
[BODY_SIZE:1:168:15000]
[BODY_SIZE:5:0:60000]
[HOMEOTHERM:10000]
[FIXED_TEMP:10000]

[PHYS_ATT_RANGE:STRENGTH:150:600:800:900:1000:1100:1500]              - mediocre
[PHYS_ATT_RANGE:AGILITY:150:600:800:900:1000:1100:1500]                - mediocre
[PHYS_ATT_RANGE:RECUPERATION:2000:2500:3000:3250:3500:3750:4000]            +++ quite good
[PHYS_ATT_RANGE:DISEASE_RESISTANCE:2000:2500:3000:3250:3500:3750:4000]      +++ quite good
[MENT_ATT_RANGE:ANALYTICAL_ABILITY:2000:2500:3000:3250:3500:3750:4000]      +++ quite good
[MENT_ATT_RANGE:FOCUS:2000:2500:3000:3250:3500:3750:4000]              +++ quite good
[MENT_ATT_RANGE:CREATIVITY:2000:2500:3000:3250:3500:3750:4000]            +++ quite good
[MENT_ATT_RANGE:INTUITION:2000:2500:3000:3250:3500:3750:4000]               +++ quite good
[SKILL_LEARN_RATE:ALCHEMY:150]
[SKILL_LEARN_RATE:EXTRACT_STRAND:150]
[SKILL_LEARN_RATE:MAGIC_NATURE:150]
[NATURAL_SKILL:DIAGNOSE:3]
[NATURAL_SKILL:ALCHEMY:3]
[NATURAL_SKILL:EXTRACT_STRAND:3]
[NATURAL_SKILL:MAGIC_NATURE:5]
                [CASTE_PROFESSION_NAME:STANDARD:frostskald:frostskalds]
[DESCRIPTION:A powerful humanoid creature with violent tendencies, Orcs build their strongholds in the twilight lands at the margins of the world. Frostskalds are Orcish Dreamwalkers who have learned to harness the stark fury of elemental ice.  They turn this power against enemies foolish enough to encroach on their arctic homes.]

[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:Hailstorm]
[CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_CATEGORY:HAND]
[CDI:MATERIAL:INORGANIC:ICEBOLT_ORC:SOLID_GLOB]
[CDI:VERB:summons a driving hail:summons a driving hail:NA]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:20]
[CDI:MAX_TARGET_NUMBER:C:3]
[CDI:WAIT_PERIOD:300]
        [CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:Arctic Gale]
  [CDI:MATERIAL:INORGANIC:ICEBOLT_ORC:TRAILING_VAPOR_FLOW]
  [CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_CATEGORY:HAND]
[CDI:VERB:conjures a an arctic gale:conjures a an arctic gale:NA]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:10]
[CDI:MAX_TARGET_NUMBER:C:3]
[CDI:WAIT_PERIOD:300]
[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:Waterbolt]
[CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_CATEGORY:HAND]
[CDI:MATERIAL:WATER:LIQUID_GLOB]
[CDI:VERB:blasts with a stream of chill water:blasts with a stream of chill water:NA]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:20]
[CDI:MAX_TARGET_NUMBER:C:3]
[CDI:WAIT_PERIOD:300]
[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:Cone of cold]
[CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_CATEGORY:HAND]
[CDI:MATERIAL:WATER:WEB_SPRAY]
[CDI:VERB:invokes a crystalline ice spray:invokes a crystalline ice spray:NA]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:5]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:1000]


The weakness to cold (Chill blood) was among supplemental spell they could learn, which is why the syntax is a bit different here.  It would slow enemies, and make them take more damage from both water and freeze juice (so "Icebolt", "Waterbolt", and "Hailstorm" would actually do a lot more damage).  This is part of what lets them be fairly lethal to enemies while being just quite dangerous to allies.

Code: [Select]
[INTERACTION:CHILL_BLOOD_ORC]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_REQUIRES:HAS_BLOOD]
[IT_MANUAL_INPUT:victim]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:chill blood]
[SYNDROME]
[SYN_NAME:chilled blood]
[CE_SPEED_CHANGE:SPEED_PERC:20:START:0:END:100]
[CE_SPEED_CHANGE:SPEED_PERC:40:START:101:END:300]
[CE_SPEED_CHANGE:SPEED_PERC:80:START:301:END:1000]
[CE_MATERIAL_FORCE_MULTIPLIER:MAT_MULT:INORGANIC:ICEBOLT_ORC:3:1:START:1:END:1000]
[CE_MATERIAL_FORCE_MULTIPLIER:MAT_MULT:WATER:3:1:START:1:END:1000]

The main property of ICEBOLT_ORC is that it has a really low melting and boiling point, so it comes out hella cold.  The original "cryo" material that I learned this from also had syndromes built in to magic up some other special effects on the victims, which i didn't find necessary, but is another trick you could use.

Code: [Select]
[INORGANIC:ICEBOLT_ORC] # a syndrome-free version of "Cryo" by Gizogin
[DISPLAY_COLOR:3:0:1][TILE:'*']
[STATE_NAME:ALL_SOLID:ice]
[STATE_ADJ:ALL_SOLID:ice]
[STATE_COLOR:LIQUID:BLUE]
[STATE_NAME:LIQUID:freezing spray]
[STATE_ADJ:LIQUID:freezing spray]
[STATE_COLOR:GAS:BLUE]
[STATE_NAME:GAS:freezing vapor]
[STATE_ADJ:GAS:freezing vapor]
[MELTING_POINT:250]
[BOILING_POINT:2500]
[SOLID_DENSITY:12670]
[LIQUID_DENSITY:13300]

Hope it helps.

jecowa

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1849 on: June 15, 2016, 10:18:16 pm »

Is it possible to specify 2 graphics for elephant men in a graphics pack – one for civilized elephant men and another for savage elephant men?

If I only specify a "default" tile and a "standard" tile for an elephant man, which tile would be used for a savage elephant man?

Edit: I've started doing some testing on this. First tests involve animal man adventurer and animal man noble. These tests only involve the "standard" and "default" definitions.
Spoiler: "first tests" (click to show/hide)
I still need to find a savage/uncivilized/wild/feral animal man for testing.
« Last Edit: June 16, 2016, 12:55:39 am by jecowa »
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Scoops Novel

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1850 on: June 16, 2016, 12:00:20 pm »

Does anyone know where the description raws are kept? Red hair, gap-toothed teeth, broken nose, all that stuff?
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leafbarrett

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1851 on: June 16, 2016, 01:13:38 pm »

Does anyone know where the description raws are kept? Red hair, gap-toothed teeth, broken nose, all that stuff?
I think those are hardcoded...
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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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vjmdhzgr

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1852 on: June 16, 2016, 05:02:53 pm »

Does anyone know where the description raws are kept? Red hair, gap-toothed teeth, broken nose, all that stuff?
In the creature raws. There's no broken nose descriptions, unless you mean somebody actually getting their nose damaged, in which case that's automatic. Here are the other things you asked for specifically though.
Code: [Select]
[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:NOSE]
[BP_APPEARANCE_MODIFIER:BROADNESS:25:70:90:100:110:130:200]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]
[BP_APPEARANCE_MODIFIER:LENGTH:25:70:90:100:110:130:200]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]
[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]
[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]
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jecowa

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1853 on: June 16, 2016, 05:44:35 pm »

Is it possible to specify 2 graphics for elephant men in a graphics pack – one for civilized elephant men and another for savage elephant men?

If I only specify a "default" tile and a "standard" tile for an elephant man, which tile would be used for a savage elephant man?

Edit: I've started doing some testing on this. First tests involve animal man adventurer and animal man noble. These tests only involve the "standard" and "default" definitions.
Spoiler: "first tests" (click to show/hide)
I still need to find a savage/uncivilized/wild/feral animal man for testing.

Just in case anyone else was curious of the outcome of this, from what I can tell Savage animal people use "default" and Civilized animal people use "standard". Animal person adventurers using "default" must be just a weird exception.

My basis for believing that savages will use "default" are some ant men in an old Dwarf Fortress save file. I'd really like to do more testing with animal people who are capable of becoming civilized, though, to be sure.
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Scoops Novel

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1854 on: June 17, 2016, 07:03:45 am »

Does anyone know where the description raws are kept? Red hair, gap-toothed teeth, broken nose, all that stuff?
In the creature raws. There's no broken nose descriptions, unless you mean somebody actually getting their nose damaged, in which case that's automatic. Here are the other things you asked for specifically though.
Code: [Select]
[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:NOSE]
[BP_APPEARANCE_MODIFIER:BROADNESS:25:70:90:100:110:130:200]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]
[BP_APPEARANCE_MODIFIER:LENGTH:25:70:90:100:110:130:200]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]
[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]
[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]

Do you know if all those colours apply to both skin and eyes?
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leafbarrett

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1855 on: June 17, 2016, 10:47:38 am »

Code: [Select]
[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:NOSE]
[BP_APPEARANCE_MODIFIER:BROADNESS:25:70:90:100:110:130:200]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]
[BP_APPEARANCE_MODIFIER:LENGTH:25:70:90:100:110:130:200]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]
[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]
[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]
Do you know if all those colours apply to both skin and eyes?
I believe so, with a mild catch - you need to add IRIS_EYE_ to the front of the color, i.e. IRIS_EYE_AMBER.


Okay, an entity question this time: do entity ethics actually affect the behavior of the creatures within them? Like, will goblins within goblin civilizations actually always attempt to kill neutral creatures because they have [ETHIC:KILL_NEUTRAL:REQUIRED]? And what about the less obvious ethic modifiers, like JUSTIFIED_IF_GOOD_REASON or JUSTIFIED_IF_NO_REPERCUSSIONS?
« Last Edit: June 17, 2016, 10:57:51 am by leafbarrett »
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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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TomiTapio

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1856 on: June 18, 2016, 04:18:00 am »

How would I make a creature that bleeds out soon after appearing on the map, and its corpse starts a grassfire? I'd like to simulate grassfire events from lightning strikes, by way of random rare creature coming and starting a fire. A 'Lightning Spark' or 'Storm Pixie'.
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DeKaFu

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1857 on: June 18, 2016, 09:03:47 am »

Quick question:
Can anyone tell me why adding the part in bold doesn't work? It looks like male sheep have horns defined already, but this fails to make anything show up in their description:

[SELECT_CASTE:MALE]
      [CASTE_NAME:ram:rams:ram]
      [MALE]
      [SET_BP_GROUP:BY_TYPE:LOWERBODY][BP_ADD_TYPE:GELDABLE]
      [SET_TL_GROUP:BY_CATEGORY:ALL:HORN]
         [TL_COLOR_MODIFIER:PALE_BROWN:1:GRAY:1]
            [TLCM_NOUN:horns:PLURAL]
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scamtank

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1858 on: June 18, 2016, 01:00:28 pm »

Try [...BY_CATEGORY:HORN:HORN] instead.
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IndigoFenix

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1859 on: June 18, 2016, 03:32:21 pm »

It it possible to make fort-mode friendly necromancers now?  I heard reports of zombies turning friendly but I don't know how that happens and if they are actually friendly or if they still attack the living on sight.
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