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Author Topic: [MODDING] CREATURE & ENTITY QUESTIONS THREAD  (Read 646527 times)

thefriendlyhacker

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3165 on: May 02, 2018, 01:30:33 pm »

...
From spooling through an uncompressed world.dat, I can see that demons have a really basic relationship with hair: they do or they don't, either sticking REMOVE_TISSUE and REMOVE_MATERIAL tags after the STANDARD_xxx packs, or apply it on with a totally terrestrial [BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:HAIR] and then SELECT_MATERIAL it for a recolor.
...
So the code strips out hair, but doesn't strip out anything else?  Like say, mane hair...

...I will be right back...

...ok, I just spun off creatures with manes into their own material/tissue bundles, and removed HAIR_MANE from STANDARD_TISSUES and STANDARD_MATERIALS.  Took me a while, but a lot of creatures erroneously had manes anyway, so it probably had to happen some time.

The good news is that my error log is no longer filled with hundreds of forgotten beasts, demons etc with buggy mane hair.  The bad news is that it still didn't fix my worldgen crash problems.  Ah well, was worth a shot. 

Thanks for the help.
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Hugo_The_Dwarf

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3166 on: May 02, 2018, 10:09:20 pm »

is there an ENTITY that has DARK_FORTRESS as their site and a position with CHAT_WORTHY?
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Shonai_Dweller

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3167 on: May 06, 2018, 10:32:43 pm »

Which triggers (if any) control ambushes from civs with [AMBUSHER]? I've been attacked by a hostile civ with the following triggers:
Code: [Select]
        [AMBUSHER]
        [PROGRESS_TRIGGER_POPULATION:1]
[PROGRESS_TRIGGER_PRODUCTION:1]
[PROGRESS_TRIGGER_TRADE:1]
[PROGRESS_TRIGGER_POP_SIEGE:0]
[PROGRESS_TRIGGER_PROD_SIEGE:0]
[PROGRESS_TRIGGER_TRADE_SIEGE:0]
 
I assumed this would mean they could visit my tavern, but wouldn't ever siege or ambush until provoked by raids.

Instead, without any provocative raiding, they turned up uninvited to my peaceful pop 40 fortress and slaughtered everyone. (44.09).
« Last Edit: May 07, 2018, 01:37:08 am by Shonai_Dweller »
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SageHeist

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3168 on: May 07, 2018, 09:36:03 am »

I've decided to go back to trying to make a human, dragon hybrid race to play as in adventure mode (if this is not the right place to look please redirect me). I am having to wind up going back and starting from scratch because I have no clue where I was with it or how much has changed with raws since the game has been updated. I had one problem with the whole thing though. I tested it over and over again and most things worked. The scales would not be a different color like I wanted them to and it was like my creations were paper. I went up against a cat and it just swatted my head clean off. Cut me in half. But there was also no blood involved as well. All I did was edit the base human in the raws if this helps. I will have to find the old file if it is still here and post it to help if it will.

Edit: Found the code. I know that it is overpowered but after getting this version done I will start ironing out and balancing it. First I just want it to work right.


Code: [Select]
[CREATURE:Draconian]
   [DESCRIPTION:A medium-sized creature prone to great ambition.]
   [NAME:Draconian:Draconians:Draconian]
   [CASTE_NAME:Draconian:Draconians:Draconian]
   [OUTSIDER_CONTROLLABLE]
   [CREATURE_TILE:'$'][COLOR:3:0:0]
   [CREATURE_SOLDIER_TILE:999]
   [INTELLIGENT][NATURAL_SKILL:DISCIPLINE:3]
   [CANOPENDOORS]
   [BENIGN]
   [PREFSTRING:stature]
[CAN_DO_INTERACTION:MATERIAL_EMISSION]
      [CDI:ADV_NAME:Breathe fire]
      [CDI:USAGE_HINT:ATTACK]
      [CDI:BP_REQUIRED:BY_CATEGORY:MOUTH]
      [CDI:FLOW:DRAGONFIRE]
      [CDI:TARGET:C:LINE_OF_SIGHT]
      [CDI:TARGET_RANGE:C:15]
      [CDI:MAX_TARGET_NUMBER:C:1]
      [CDI:WAIT_PERIOD:100]
   [FLIER]
   [FIREIMMUNE_SUPER]
   [NOFEAR][NOEXERT]
   [BONECARN]
   [BODY:HUMANOID_NECK:2WINGS:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:SPINE:BRAIN:SKULL:5FINGERS:5TOES:MOUTH:TONGUE:FACIAL_FEATURES:TEETH:RIBCAGE]
   [BODY_DETAIL_PLAN:STANDARD_MATERIALS]
      [REMOVE_MATERIAL:SKIN]
      [REMOVE_MATERIAL:LEATHER]
      [REMOVE_MATERIAL:PARCHMENT]
   [USE_MATERIAL_TEMPLATE:SCALE:SCALE_TEMPLATE]
   [BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SCALE: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:NORMAL_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:SCALE: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]
   [USE_MATERIAL_TEMPLATE:SWEAT:SWEAT_TEMPLATE]
   [USE_MATERIAL_TEMPLATE:TEARS:TEARS_TEMPLATE]
   [USE_MATERIAL_TEMPLATE:SPIT:SPIT_TEMPLATE]
   [SECRETION:LOCAL_CREATURE_MAT:SWEAT:LIQUID:BY_CATEGORY:ALL:SKIN:EXERTION]
   [SECRETION:LOCAL_CREATURE_MAT:TEARS:LIQUID:BY_CATEGORY:EYE:ALL:EXTREME_EMOTION]
   [CAN_DO_INTERACTION:MATERIAL_EMISSION]
      [CDI:ADV_NAME:Spit]
      [CDI:USAGE_HINT:NEGATIVE_SOCIAL_RESPONSE]
      [CDI:USAGE_HINT:TORMENT]
      [CDI:BP_REQUIRED:BY_CATEGORY:MOUTH]
      [CDI:MATERIAL:LOCAL_CREATURE_MAT:SPIT:LIQUID_GLOB]
      [CDI:VERB:spit:spits:NA]
      [CDI:TARGET:C:LINE_OF_SIGHT]
      [CDI:TARGET_RANGE:C:15]
      [CDI:MAX_TARGET_NUMBER:C:1]
      [CDI:WAIT_PERIOD:30]
   [BODY_SIZE:0:0:4000]
   [BODY_SIZE:1:168:17500]
   [BODY_SIZE:12:0:70000]
   [BODY_APPEARANCE_MODIFIER:HEIGHT:75:95:98:100:102:105:125]
      [APP_MOD_IMPORTANCE:500]
   [MAXAGE:500:600]
   [ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]
      [ATTACK_SKILL:GRASP_STRIKE]
      [ATTACK_VERB:punch:punches]
      [ATTACK_CONTACT_PERC:100]
      [ATTACK_PREPARE_AND_RECOVER:3:3]
      [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_PREPARE_AND_RECOVER:2:6]
      [ATTACK_FLAG_WITH]
      [ATTACK_PRIORITY:SECOND]
      [ATTACK_VELOCITY_MODIFIER:1250]
      [ATTACK_FLAG_BAD_MULTIATTACK]
   [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_PREPARE_AND_RECOVER:3:3]
      [ATTACK_PRIORITY:SECOND]
   [ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]
      [ATTACK_SKILL:BITE]
      [ATTACK_VERB:bite:bites]
      [ATTACK_CONTACT_PERC:100]
      [ATTACK_PENETRATION_PERC:100]
      [ATTACK_FLAG_EDGE]
      [ATTACK_PREPARE_AND_RECOVER:3:3]
      [ATTACK_PRIORITY:SECOND]
      [ATTACK_FLAG_CANLATCH]
   [BABY:1]
   [CHILD:12]
   [EQUIPS]
   [DIURNAL]
   [SMELL_TRIGGER:90]
   [HOMEOTHERM:10067]
   [APPLY_CREATURE_VARIATION:STANDARD_BIPED_GAITS:900:675:450:225:1900:2900] 50 kph
   [APPLY_CREATURE_VARIATION:STANDARD_CLIMBING_GAITS:6561:6115:5683:1755:7456:8567] 15 kph, NO DATA
   [APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:5341:4723:4112:1254:6433:7900] 20 kph
   [APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:2990:2257:1525:731:4300:6100] 30 kph, NO DATA
   [SWIMS_LEARNED]
   [MANNERISM_FINGERS:finger:fingers]
   [MANNERISM_NOSE:nose]
   [MANNERISM_EAR:ear]
   [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]
   [SPOUSE_CONVERSION_TARGET]
   [MUNDANE]
   [CASTE:FEMALE]
      [FEMALE]
      [MULTIPLE_LITTER_RARE]
   [CASTE:MALE]
      [MALE]
      [SET_BP_GROUP:BY_TYPE:LOWERBODY][BP_ADD_TYPE:GELDABLE]
      [BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS]
   [SELECT_CASTE:ALL]
         [SET_TL_GROUP:BY_CATEGORY:ALL:SCALE]
            [TL_COLOR_MODIFIER:GREEN:1:RED:1:BLUE:1:CYAN:1:FUCSIA:1:BRONZE:1:CRIMSON:1:BLACK:1:PURPLE:GOLD:1:ORANGE:1:WHITE:1:YELLOW:1:NEON_PINK:1]
               [TLCM_NOUN:scales:PLURAL]
         [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]
         [TLCM_NOUN:eyes:PLURAL]
   [SELECT_MATERIAL:ALL]
      [MULTIPLY_VALUE:15]
      [COLDDAM_POINT:NONE]
      [HEATDAM_POINT:NONE]
      [IGNITE_POINT:NONE]
      [IF_EXISTS_SET_MELTING_POINT:55000]
      [IF_EXISTS_SET_BOILING_POINT:57000]
      [SPEC_HEAT:30000]
   Need to make sure blood and pus aren't solid at regular temperatures.
   [SELECT_MATERIAL:BLOOD]
    [PLUS_MATERIAL:PUS]
    [PLUS_MATERIAL:ESSENCE]
      [MELTING_POINT:10000]
« Last Edit: May 07, 2018, 11:52:22 am by SageHeist »
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scamtank

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3169 on: May 07, 2018, 11:57:37 am »

You forgot the STANDARD_TISSUES body detail plan. Check your errorlog next time, too.
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SageHeist

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3170 on: May 07, 2018, 12:38:37 pm »

There was no error log. I will try the tissue part and check that out.

Edit: Thank you so much that has definitely made my race much more survivable but now how do I get the scale colors to be different? I thought I had it but every draconian has green scales no matter what.

Edit: I got it working sorry for any hassle.
« Last Edit: May 07, 2018, 02:51:21 pm by SageHeist »
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Eric Blank

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3171 on: May 07, 2018, 02:08:29 pm »

Which triggers (if any) control ambushes from civs with [AMBUSHER]? I've been attacked by a hostile civ with the following triggers:
Code: [Select]
        [AMBUSHER]
        [PROGRESS_TRIGGER_POPULATION:1]
[PROGRESS_TRIGGER_PRODUCTION:1]
[PROGRESS_TRIGGER_TRADE:1]
[PROGRESS_TRIGGER_POP_SIEGE:0]
[PROGRESS_TRIGGER_PROD_SIEGE:0]
[PROGRESS_TRIGGER_TRADE_SIEGE:0]
 
I assumed this would mean they could visit my tavern, but wouldn't ever siege or ambush until provoked by raids.

Instead, without any provocative raiding, they turned up uninvited to my peaceful pop 40 fortress and slaughtered everyone. (44.09).

There are a couple possibilities. Their civ could have already been at war with yours or a war started after you embarked. Or there could be a babysnatcher or item thief tag in their entity, which would make them hostile by default. Check for those tags, if not that then maybe you just got unlucky on the war front.
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I make Spellcrafts!
I have no idea where anything is. I have no idea what anything does. This is not merely a madhouse designed by a madman, but a madhouse designed by many madmen, each with an intense hatred for the previous madman's unique flavour of madness.

Shonai_Dweller

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3172 on: May 07, 2018, 04:43:13 pm »

Which triggers (if any) control ambushes from civs with [AMBUSHER]? I've been attacked by a hostile civ with the following triggers:
Code: [Select]
        [AMBUSHER]
        [PROGRESS_TRIGGER_POPULATION:1]
[PROGRESS_TRIGGER_PRODUCTION:1]
[PROGRESS_TRIGGER_TRADE:1]
[PROGRESS_TRIGGER_POP_SIEGE:0]
[PROGRESS_TRIGGER_PROD_SIEGE:0]
[PROGRESS_TRIGGER_TRADE_SIEGE:0]
 
I assumed this would mean they could visit my tavern, but wouldn't ever siege or ambush until provoked by raids.

Instead, without any provocative raiding, they turned up uninvited to my peaceful pop 40 fortress and slaughtered everyone. (44.09).

There are a couple possibilities. Their civ could have already been at war with yours or a war started after you embarked. Or there could be a babysnatcher or item thief tag in their entity, which would make them hostile by default. Check for those tags, if not that then maybe you just got unlucky on the war front.
Wars which weren't started by player provocation won't break triggers. I checked that with Toady in fotf before. This civ is hostile by default, but they're supposed to respect triggers, right?

(Besides, civ screen says they're actually at peace with us!)

Or I'm thinking Ambushes may be connected to the regular non-siege triggers (which I have set at 1) Was hoping someone would know for sure.
« Last Edit: May 07, 2018, 04:48:25 pm by Shonai_Dweller »
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scamtank

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3173 on: May 07, 2018, 06:12:53 pm »

Zeroes for progress triggers just disables these gates, right? So wouldn't disabling them all not disable the behavior, but rather just give the angry civ free rein to attack however early they like?
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Lunardog15

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3174 on: May 07, 2018, 06:21:24 pm »

so is there a limit on the amount of body parts allowed?
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 everything is on fire
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Shonai_Dweller

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3175 on: May 07, 2018, 10:03:00 pm »

Zeroes for progress triggers just disables these gates, right? So wouldn't disabling them all not disable the behavior, but rather just give the angry civ free rein to attack however early they like?
No. That's why goblins don't attack based on wealth right now. Zero means no trigger, which means it never triggers.

(Heh. At least, that's the way it's supposed to work anyhow. It's always possible that 0 0 0 is a secret code to enable zombie mode; allowing them to act like tower entities, attacking any time they like).
« Last Edit: May 07, 2018, 10:06:43 pm by Shonai_Dweller »
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SlimeOfSteel

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3176 on: May 08, 2018, 12:22:46 pm »

So I learned that body parts have a pretty weird relationship that I can't seem to figure out.

In a unit's wound table, sometimes a layer for a child part will be located in the same layer table as the parent part.

For example, if a unit's left lung is injured, the entry will sometimes be located in the upper body layer table.

Can somebody explain to me why this happens? I know that the left lung is a part of the upper body, but shouldn't it be stored in a separate entry instead of the same entry as the parent part?
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It works, but I don't know why.

Hugo_The_Dwarf

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3177 on: May 08, 2018, 12:36:15 pm »

like do you mean:

Code: [Select]
Upperbody, left lung tissue:
-Cut

I think it's to do with how "body part" assignment works when using CONTYPE or CON_CAT where something that becomes a child get's prefixed with the parent's name

IE lungs are CONTYPE:UPPERBODY so they'd most likely get prefixed with "upperbody's left lung"

You see this behavior most with Fingers and Toes
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SlimeOfSteel

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3178 on: May 08, 2018, 12:49:40 pm »

like do you mean:

Code: [Select]
Upperbody, left lung tissue:
-Cut

I think it's to do with how "body part" assignment works when using CONTYPE or CON_CAT where something that becomes a child get's prefixed with the parent's name

IE lungs are CONTYPE:UPPERBODY so they'd most likely get prefixed with "upperbody's left lung"

You see this behavior most with Fingers and Toes

I kind of meant that. I was thinking something like this, though:

Code: [Select]
left front paw, skin
 cut
---
left front paw, fat
 cut
---
left front paw, muscle
 cut
---
left front paw, bone
 cut
---
third left front toe, nail
 cut
---

Sometimes, the digits aren't affected completely, which make it look like there are two entries for the same parent part.
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SlimeOfSteel

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3179 on: May 08, 2018, 03:52:36 pm »

Sorry for double posting, but I noticed that there are two of the same wound, shown here in this image:



Is this a bug, or are these two separate parts?
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