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Author Topic: [MODDING] CREATURE & ENTITY QUESTIONS THREAD  (Read 643229 times)

roqi

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2521 on: February 22, 2017, 07:21:00 pm »

Is there any way to remove all animal men that doesn't involve going through all the raws and removing their entries by hand?

I tried deleting the bit in c_variation_default that makes animal people, but somehow they happened anyway.
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overseer05-15

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2522 on: February 22, 2017, 07:47:00 pm »

Remove kebab animal people by deleting their entry in the entity file.
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roqi

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2523 on: February 22, 2017, 08:22:15 pm »

Remove kebab animal people by deleting their entry in the entity file.

Doesn't work either.
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overseer05-15

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2524 on: February 22, 2017, 08:37:37 pm »

Remove kebab animal people by deleting their entry in the entity file.

Doesn't work either.

 :-\ Aboveground or belowground? Aboveground you probably need to edit raws.
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adult food like, I presume, steak and potatoes and tax forms,

My game giveaway

roqi

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2525 on: February 22, 2017, 08:50:12 pm »

Remove kebab animal people by deleting their entry in the entity file.

Doesn't work either.

 :-\ Aboveground or belowground? Aboveground you probably need to edit raws.

ALL animal men... yeah. I was hoping there might be a shortcut to avoid that tedium.
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soul4hdwn

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2526 on: February 22, 2017, 09:30:48 pm »

so, i edited a creature so that it'll transform into itself (effectively repairing), supposedly in time with moon just like werebeast.
however, it gets as far as applying the syndrome (its listed) but then doesn't do the transform on moonphase dates (despite keeping track).
Code: [Select]
[CAN_DO_INTERACTION:LYCANTHROPY_A]
[CDI:ADV_NAME:Feral heritage] arbitrary name
[CDI:FREE_ACTION]
[CDI:VERB:revived:renews:NA] also arbitrary
[CDI:TARGET:A:SELF_ONLY]
[CDI:WAIT_PERIOD:0] not necessary but just in case
Code: [Select]
[INTERACTION:LYCANTHROPY_A]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_CANNOT_HAVE_SYNDROME_CLASS:WERECURSE] if somehow cursed before this applied, don't and suffer curse instead, otherwise blocks extra uses.
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[SYN_NAME:unlocked heritage, renewing self every moon] for tracking, also its what it does.
[SYN_CLASS:WERECURSE] so it doesn't apply to itself again nor get replaced by a different creature
[CE_BODY_TRANSFORMATION:PROB:100:START:0]
[CE:PERIODIC:MOON_PHASE:27:0]
[CE:CREATURE:LYCAN:ALPHA]
[CE_MATERIAL_FORCE_MULTIPLIER:MAT_MULT:INORGANIC:SILVER:2:1] because why not
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Max™

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2527 on: February 22, 2017, 10:17:57 pm »

Remove kebab animal people by deleting their entry in the entity file.

Doesn't work either.

 :-\ Aboveground or belowground? Aboveground you probably need to edit raws.

ALL animal men... yeah. I was hoping there might be a shortcut to avoid that tedium.
Yeah, had a couple of mods I was working on where I needed to go through that.

Did a case sensitive find for MAN] (I did _MAN] at first and learned some of the new ones use spaces) then tapped up arrow > shift+pg down and got the rest of the entry, then cleared it out.

I know there are text editors which could search for it in a smart enough way to find the first and last blank line after the one with MAN] in it so you could just tap through and confirm each deletion or do it all at once, I just did it by hand in leafpad, and actually after checking saw that I missed a couple because I had removed some files I didn't notice by mistake and added after doing the first -animalmen pass, so here ya go: http://dffd.bay12games.com/file.php?id=12737 that's a set of just the creatures which had animal men variants, minus the animal men/amphib men/rat men/etc, left plump/blood in because they aren't actually animal men.
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roqi

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2528 on: February 23, 2017, 07:32:54 am »

Remove kebab animal people by deleting their entry in the entity file.

Doesn't work either.

 :-\ Aboveground or belowground? Aboveground you probably need to edit raws.

ALL animal men... yeah. I was hoping there might be a shortcut to avoid that tedium.
Yeah, had a couple of mods I was working on where I needed to go through that.

Did a case sensitive find for MAN] (I did _MAN] at first and learned some of the new ones use spaces) then tapped up arrow > shift+pg down and got the rest of the entry, then cleared it out.

I know there are text editors which could search for it in a smart enough way to find the first and last blank line after the one with MAN] in it so you could just tap through and confirm each deletion or do it all at once, I just did it by hand in leafpad, and actually after checking saw that I missed a couple because I had removed some files I didn't notice by mistake and added after doing the first -animalmen pass, so here ya go: http://dffd.bay12games.com/file.php?id=12737 that's a set of just the creatures which had animal men variants, minus the animal men/amphib men/rat men/etc, left plump/blood in because they aren't actually animal men.

Ahah I'd already gone and done that, through the _MAN method... but I appreciate your raws a lot, at least I can be sure there are none missed! Thanks a lot!!
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Max™

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2529 on: February 23, 2017, 10:15:43 am »

Yar, figured I'd put em up even if you had, it's a useful enough little base-creature set.
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D_E

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2530 on: March 01, 2017, 07:31:43 pm »

so, i edited a creature so that it'll transform into itself (effectively repairing), supposedly in time with moon just like werebeast.
however, it gets as far as applying the syndrome (its listed) but then doesn't do the transform on moonphase dates (despite keeping track).

You can't have a creature transform into itself.  If you try, it just does nothing.
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Mods I've done:
Zelda mod-mod, Beta in the Wild DF 47.04
Illithid Empire mod DF 31.25 (update canceled)
Spotter's Guide to Illithids (Genesis mod-mod) genesis 3.19a4 (update canceled)

Asin

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2531 on: March 01, 2017, 09:02:21 pm »

How do you give a creature claws?

Max™

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2532 on: March 01, 2017, 09:46:18 pm »

How do you give a creature claws?
   [USE_MATERIAL_TEMPLATE:CLAW:NAIL_TEMPLATE]
   [USE_TISSUE_TEMPLATE:CLAW:CLAW_TEMPLATE]
   [TISSUE_LAYER:BY_CATEGORY:FINGER:CLAW:FRONT]
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Asin

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2533 on: March 01, 2017, 10:34:37 pm »

How do you give a creature claws?
   [USE_MATERIAL_TEMPLATE:CLAW:NAIL_TEMPLATE]
   [USE_TISSUE_TEMPLATE:CLAW:CLAW_TEMPLATE]
   [TISSUE_LAYER:BY_CATEGORY:FINGER:CLAW:FRONT]

Thank you.

Max™

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2534 on: March 02, 2017, 06:00:58 am »

np, I thought there was a creature variation for it, but it's just the nail one in vanilla.
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