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Author Topic: [MODDING] CREATURE & ENTITY QUESTIONS THREAD  (Read 642549 times)

Asin

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2655 on: May 24, 2017, 11:16:10 pm »

How do you mod it so that vampirism spreads via bite? I'm trying to get a definitive answer...

Make an inject syndrome spread by biting would be my first guess.

I have that part down... I asked this before and the person said basically "Basically the Werebeast bite, but instant."

How do you make it instant?
Spoiler (click to show/hide)

I copied the Werebeast bite raws and modded it to fit the vampire... But what do I do with this?

Max™

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2656 on: May 25, 2017, 12:49:48 am »

Replace all of that with the vampire syndrome stuff.
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Asin

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2657 on: May 25, 2017, 10:09:12 am »

What parts of the vampire syndrome stuff? Could you pull up the raws?

Max™

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2658 on: May 25, 2017, 03:45:57 pm »

I don't have them anymore, my personal use mod doesn't even have animal people, just take everything below the [SYNDROME] tag from the werebeast bite and replace it with everything below the [SYNDROME] tag from the vampire curse?
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Asin

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2659 on: May 25, 2017, 03:46:50 pm »

Lemme try that.

krisslanza

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2660 on: May 26, 2017, 09:45:37 am »

So there isn't anyway to make a CREATURE entry with CASTES having a different graphic right? I heard someone mention DFHack might be capable of doing such a thing, but I couldn't get any confirmation on that. I've been thinking of a thing, but while I got the castes to work, I can't find anyway to give the castes different graphics to actually have them visually look different in the game.

Putnam

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2661 on: May 26, 2017, 10:42:39 am »

no caste-level graphics

krisslanza

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2662 on: May 26, 2017, 10:46:20 am »

no caste-level graphics

That's what I seem to remember. DFHack can't do anything about it either right? Just wanted to make sure, as someone mentioned they thought it could, although they're not too sure on what DFHack can do.

Putnam

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2663 on: May 26, 2017, 01:27:55 pm »

i cannot find anything dfhack-related that would allow it

BrythonLexi

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2664 on: May 27, 2017, 08:11:22 pm »

Is it possible to make creatures have a certain percent chance of being born with a particular syndrome outside of castes?  I want to mod in diseases-at-birth like blindness and deafness but I don't want to make 2 new castes for every syndrome.
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Hugo_The_Dwarf

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2665 on: May 27, 2017, 09:04:05 pm »

Is it possible to make creatures have a certain percent chance of being born with a particular syndrome outside of castes?  I want to mod in diseases-at-birth like blindness and deafness but I don't want to make 2 new castes for every syndrome.
If you don't want to make castes that are DEAF, BLIND or DEAF_BLIND then give the CREATURE an interaction that has a low chance of making them blind, deaf, or both. To make it so that if they fail to have these effects just have one harmless effect on that lasts forever as well so that syndrome cannot be reapplied. like 1 point extra to recuperation which would be almost meaningless but it's still an effect.

so they won't be "born" with it, but shortly after birth they will "roll" these random diseases on themselves, some may be lucky and resist and only suffer from that bonus 1 recup (which isn't bad) or one may fail and get all the diseses (or at least a majority) but it gives a bit of randomness without making a caste per disease per creature
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Monk321654

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2666 on: May 28, 2017, 05:06:36 pm »

How would I go about making a creature which can blow itself up as an attack? The system I've got now uses the [UNDIRECTED_DUST] as a material emission interaction, but this leaves the creature alive after it explodes. Did it do that in previous versions? I feel like it was fatal to the user in previous versions.

Code: [Select]
[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:Explode]
[CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_CATEGORY:BODY]
[CDI:MATERIAL:INORGANIC:TIN:UNDIRECTED_DUST]
[CDI:VERB:explode:explodes:NA]
[CDI:TARGET:C:TOUCHABLE]
[CDI:TARGET_RANGE:C:1]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:1]
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This is a side-effect of dwarven animal training (hit animal with hammer until it forgets that it hates you, then lovingly cuddle it).

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Hugo_The_Dwarf

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2667 on: May 28, 2017, 08:08:10 pm »

How would I go about making a creature which can blow itself up as an attack? The system I've got now uses the [UNDIRECTED_DUST] as a material emission interaction, but this leaves the creature alive after it explodes. Did it do that in previous versions? I feel like it was fatal to the user in previous versions.

Code: [Select]
[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:Explode]
[CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_CATEGORY:BODY]
[CDI:MATERIAL:INORGANIC:TIN:UNDIRECTED_DUST]
[CDI:VERB:explode:explodes:NA]
[CDI:TARGET:C:TOUCHABLE]
[CDI:TARGET_RANGE:C:1]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:1]

I had created my own overkill self explosion interaction way back when for stationary mines (pets) that you can drag and place around, they also had a self hide interaction to replicate (being buried) but I imagine with the new stealth system that might not be as good as it used to be.

remember not to define the material if you have a multi material interaction
Code: (in the creature) [Select]
[CAN_DO_INTERACTION:SELF_EXPLODE]
[CDI:ADV_NAME:explode]
[CDI:USAGE_HINT:ATTACK]
[CDI:VERB:explode:explodes:NA]
[CDI:TARGET:E:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:E:5]
[CDI:MAX_TARGET_NUMBER:E:5]
[CDI:WAIT_PERIOD:5000]

all the materials are defined and created in the interaction
Spoiler: Interaction (click to show/hide)

You can make the dust or something that would coat your "suicider" to give them a syndrome that would kill them (massive bleeding, necrosis of the brain)
« Last Edit: May 28, 2017, 08:13:07 pm by Hugo_The_Dwarf »
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ArrowThunder

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2668 on: May 28, 2017, 11:13:57 pm »

Quick questions here:

Is it possible to define a body part as being connected to more than one thing? Like a panel of skin that stretches between two skeletal limbs?
-Seems not
Is it possible to define a body part as having more than one category? (specifically, this would make body detail plans easier to do)
-Seems also not

EDIT: Found the answers
« Last Edit: May 29, 2017, 01:37:41 am by ArrowThunder »
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lethosor

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2669 on: May 30, 2017, 08:57:43 pm »

EDIT: Found the answers
I don't follow this thread very closely, and I'm not really familiar with modding, so perhaps the answers are obvious and I'm not aware. However, at least mentioning what the answers are (or linking to them, etc.) can sometimes be helpful for other people.
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