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Author Topic: [MODDING] CREATURE & ENTITY QUESTIONS THREAD  (Read 645817 times)

Dunamisdeos

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2925 on: September 22, 2017, 09:02:29 pm »

What settings should I put for a custom material so that it'll both evaporate immediately and also reach a high temperature capable of causing burn damage? Trying to simulate a creature bursting into flames.

I created a steam burst that was hot enough to cause significant heat damage from the gas. I had to set the temperature at something like 40-50k to do its in the short period of time that the gas was around.

I would try maybe creating a liquid glob attack that boils at the temperature that it is created at. It won't *actually* boil until it has made contact with it's target, and if you set the initial temperature high enough it might insta-ignite the creature. Should be awfully damaging regardless.
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Sponge

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2926 on: September 24, 2017, 08:47:55 pm »

You're not very informative. How have you attempted to correct the issue below?

Your attack requires a BP with category STINGER_INSECT.
Your BP has category STINGER.
Yes. That's what I did.
Code: [Select]
[BODY:STINGER_INSECT]
[BP:STING_SECT:stinger][CONTYPE:LOWERBODY][CATEGORY:STINGER_INSECT]
        [DEFAULT_RESIZE:50]
Code: [Select]
[ATTACK:STING:BODYPART:BY_CATEGORY:STINGER_INSECT]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:stung:stings]
[ATTACK_CONTACT_PERC:40]
[ATTACK_PREPARE_AND_RECOVER:5:3]
[ATTACK_PENETRATION_PERC:750]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:MAIN]
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ZM5

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2927 on: September 28, 2017, 11:46:54 am »

Does anyone know how much population a site needs in order to be a town?
I'd like to make races start with bigger population sizes so that hamlet/town civs are guaranteed to have atleast one town starting in worldgen.

Shonai_Dweller

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2928 on: October 04, 2017, 05:00:07 am »

I have a syndrome attached to pools of hobbit water which pretty much works as intended.

Code: [Select]
[SYN_NAME:curse of the deep]
           [SYN_CONTACT]
           [SYN_AFFECTED_CREATURE:MINOTAUR:ALL]
           [CE_ADD_TAG:CRAZED:PROB:100:START:10:END:1000:DWF_STRETCH:4]
           [CE_VOMIT_BLOOD:SEV:1000:PROB:100:ABRUPT:START:10:END:100:DWF_STRETCH:4]
           [CE_FEEL_EMOTION:EMOTION:ANGUISH:SEV:500:PROB:100:ABRUPT:START:10:PEAK:50:END:1200:DWF_STRETCH:4]

Except for the Add_Tag:Crazed, which doesn't seem to do anything in arena mode.
Am I using it wrong , does it not work, or does it just not work in arena (arena 'sides' are overriding the effects of crazed or something)?
« Last Edit: October 04, 2017, 05:06:28 am by Shonai_Dweller »
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Bearskie

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2929 on: October 04, 2017, 09:56:33 am »

Arena sides.

LulllberJack

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2930 on: October 04, 2017, 03:52:47 pm »

Hello everyone. Can I make my own site in this game? Thank you in advance
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FantasticDorf

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2931 on: October 04, 2017, 04:02:51 pm »

Hello everyone. Can I make my own site in this game? Thank you in advance

You can't make map sites currently (you can edit the arena though), but the 'site types' are interchangeable, for instance you can swap the site type of any race, though this will not have a immediate effect on fortress mode it will affect how well you can navigate around in adventure mode.

  • Partially it could be described as the maps being very complicated and laborious because there isn't map making tools, instead everything is etched out in ascii symbols relevant to architecture.
Town's are the most generic sites, Dark towers attract demon-masters and are evil dwellings, Forest sites are in the wilderness, and Cave_Detailed are dwarven sites.

Actual caves are world-generated features that races squat within, like kobolds.
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Shonai_Dweller

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2932 on: October 04, 2017, 04:13:11 pm »

Arena sides.
So it looks like it should work in-game?
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overseer05-15

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2933 on: October 04, 2017, 04:45:17 pm »

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ZM5

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2934 on: October 08, 2017, 12:12:29 pm »

How would I go about making a creature deliberately be unable to move and suffocate immediately on spawning?

I've had modding mishaps where by accident the creature would be unable to move, hold anything or breathe for whatever reason - but now that I want use that deliberately I seem unable to have it happen.

EDIT: Nvm, found out how after some more tries - they need to have lungs but no brain.
« Last Edit: October 08, 2017, 12:20:31 pm by ZM5 »
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Dunmeris

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2935 on: October 12, 2017, 05:16:02 pm »

Can someone tell me what the hell's wrong with this ghost?

Here's the errorlog:

Spoiler (click to show/hide)


Here's the creature:

Spoiler (click to show/hide)


Here's the inorganic template for ectoplasm:

Spoiler (click to show/hide)


Here's the material template for ectoplasm:

Spoiler (click to show/hide)


Here's the tissue template for ectoplasm:

Spoiler (click to show/hide)


And here's the b_detail_plan for ectoplasm:

Spoiler (click to show/hide)


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scamtank

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2936 on: October 12, 2017, 05:26:22 pm »

You're trying to color its skin-like tissue layers of "shadow", not ectoplasm. Your eye color definition is also missing the latter half of the target, normie critters have EYE:EYE. I dunno what your ghost's eyes are made of, probably EYE:ECTOPLASM.
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Dunmeris

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2937 on: October 12, 2017, 05:35:54 pm »

Thanks, that's exactly what it was, my errorlog is now clean!

Only problem is I just tested the ghost in the arena and... well, the idea is for it to be basically incorporeal, incapable of attacking or being attacked (specifically the latter). But that doesn't seem to be the case at all. It seems perfectly interactable and corporeal, and is in fact pretty frail. Is there any way to make something that basically cannot attack or be attacked?
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Eric Blank

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2938 on: October 13, 2017, 05:35:18 am »

Not really. If you dont define materials properly for it, then of course it will have no materials, but that might also make the game unstable.

Any material has to have material properties, and im pretty sure the game has some default values it uses if you just dont define them. You could maybe make it low density (so they dont do much damage when hitting something, unaffected by temperature, and tougher than average, but it will still have those properties and be corporeal.

Ive been trying to invent a good incorporeal tissue myself because i have critters that are supposed to be like that in my spellcrafts mod, and its not easy to get right.
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pikachu17

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2939 on: October 13, 2017, 12:56:05 pm »

Thanks, that's exactly what it was, my errorlog is now clean!

Only problem is I just tested the ghost in the arena and... well, the idea is for it to be basically incorporeal, incapable of attacking or being attacked (specifically the latter). But that doesn't seem to be the case at all. It seems perfectly interactable and corporeal, and is in fact pretty frail. Is there any way to make something that basically cannot attack or be attacked?
Make it's tissues, with a variable of LAYER, change the variable to FEATHER. Sorry for the awkward phrasing, forget what token the variable is under.
Making it unable to attack is impossible, but you can weaken it's attack by making the ATTACK_CONTACT_PERC huge, and making a tiny attack velocity, perhaps with ATTACK_VELOCITY_PERC, but I' not sure that's the variable.
« Last Edit: October 13, 2017, 01:00:13 pm by pikachu17 »
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