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Author Topic: [MODDING] CREATURE & ENTITY QUESTIONS THREAD  (Read 635140 times)

Snergler

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #960 on: January 23, 2015, 09:19:49 pm »

when transforming creature via syndrome, is it possible to keep the original gender of the creature the same or do you have to specify male or female?
I want to have the creature transform to another creature when afflicted by the syndrome, but remain male or female after the transformation into the new creature.
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BlackFlyme

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #961 on: January 23, 2015, 09:34:13 pm »

when transforming creature via syndrome, is it possible to keep the original gender of the creature the same or do you have to specify male or female?
I want to have the creature transform to another creature when afflicted by the syndrome, but remain male or female after the transformation into the new creature.

You would need separate syndromes to retain genders, as you have to specify a caste to turn into for a transformation syndrome.

For example, one syndrome would only affect males, and another syndrome would only affect females. I'll see if I can find a raw example for you.

Edit: This example is if the syndrome is transmitted through an interaction of some kind.
Code: [Select]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_REQUIRES:CAN_LEARN]
[IT_REQUIRES:HAS_BLOOD]
[IT_FORBIDDEN:NOT_LIVING]
[IT_FORBIDDEN:SUPERNATURAL]
[IT_AFFECTED_CREATURE:DWARF:FEMALE]
[IT_AFFECTED_CREATURE:ELF:FEMALE]
[IT_AFFECTED_CREATURE:HUMAN:FEMALE]
[IT_CANNOT_HAVE_SYNDROME_CLASS:SKUM]
[IT_CANNOT_HAVE_SYNDROME_CLASS:WERECURSE]
[IT_CANNOT_HAVE_SYNDROME_CLASS:VAMPCURSE]
[IT_CANNOT_HAVE_SYNDROME_CLASS:DISTURBANCE_CURSE]

[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[SYN_CLASS:SKUM]
[CE_BODY_TRANSFORMATION:START:16800]
[CE:CREATURE:SKUM:SKUM_F]

[I_TARGET:B:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_REQUIRES:CAN_LEARN]
[IT_REQUIRES:HAS_BLOOD]
[IT_FORBIDDEN:NOT_LIVING]
[IT_FORBIDDEN:SUPERNATURAL]
[IT_AFFECTED_CREATURE:DWARF:MALE]
[IT_AFFECTED_CREATURE:ELF:MALE]
[IT_AFFECTED_CREATURE:HUMAN:MALE]
[IT_CANNOT_HAVE_SYNDROME_CLASS:SKUM]
[IT_CANNOT_HAVE_SYNDROME_CLASS:WERECURSE]
[IT_CANNOT_HAVE_SYNDROME_CLASS:VAMPCURSE]
[IT_CANNOT_HAVE_SYNDROME_CLASS:DISTURBANCE_CURSE]

[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:B]
[IE_IMMEDIATE]
[SYNDROME]
[SYN_CLASS:SKUM]
[CE_BODY_TRANSFORMATION:START:16800]
[CE:CREATURE:SKUM:SKUM_M]
« Last Edit: January 23, 2015, 09:38:48 pm by BlackFlyme »
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Snergler

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #962 on: January 23, 2015, 09:58:48 pm »

I see, so I could have two separate syndromes attributed to the same material, like this?
Code: [Select]
[INORGANIC:DRAGONSTONE]
[USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
[STATE_NAME_ADJ:ALL:dragonstone]
[DISPLAY_COLOR:4:4:1][BUILD_COLOR:4:4:1][TILE:18]
[SOLID_DENSITY:1800]
[IS_STONE]
[MATERIAL_VALUE:50]
[NO_STONE_STOCKPILE]
        [REACTION_CLASS:DRAGON]
        [SYNDROME]
        [SYN_NAME:dragonstone female]
        [SYN_AFFECTED_CLASS:GENERAL_POISON]
        [SYN_CLASS:TRANSFORM]
        [SYN_INHALED]
                [CE_BODY_TRANSFORMATION:PROB:100:START:1]
                [CE:CREATURE:DRAGON:FEMALE]
        [SYNDROME]
        [SYN_NAME:dragonstone male]
        [SYN_AFFECTED_CLASS:GENERAL_POISON]
        [SYN_CLASS:TRANSFORM]
        [SYN_INHALED]
                [CE_BODY_TRANSFORMATION:PROB:100:START:1]
                [CE:CREATURE:DRAGON:MALE]
but, is their a tag to make only a specific caste (male or female) immune?
I guess I could add [CREATURE_CLASS:MALE] or  [CREATURE_CLASS:FEMALE] to every male and female caste of every creature I wanted to effect
« Last Edit: January 23, 2015, 10:02:41 pm by Snergler »
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BlackFlyme

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #963 on: January 23, 2015, 10:04:38 pm »

There are two ways off of the top of my head.

One is using the SYN_IMMUNE_CLASS and SYN_AFFECTED_CLASS tags to make specific classes of creatures affected, with castes being given different classes.

The other is using SYN_IMMUNE_CREATURE and SYN_AFFECTED_CREATURE tags, which allow you to specify specific castes to be immune or affected by the syndrome.
For example, [SYN_IMMUNE_CREATURE:DWARF:FEMALE]

If you have a SYN_AFFECTED_CREATURE tag, then no other creature than those specified can be affected.
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Snergler

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #964 on: January 23, 2015, 10:09:17 pm »

thanks, I think that  SYN_AFFECTED_CLASS is closest to what I want I'll just have to apply it to select creatures.
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BlackFlyme

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #965 on: January 23, 2015, 10:12:22 pm »

Just in case you don't already know, you will want to give the castes you want to affect the [CREATURE_CLASS:class] tag.

I think there are only two in vanilla. GENERAL_POISON and EDIBLE_GROUND_BUG.
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Putnam

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #966 on: January 23, 2015, 10:40:21 pm »

And you can define them arbitrarily and you don't quite need to know the two current ones.

Snergler

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #967 on: January 23, 2015, 11:23:15 pm »

I used [SYN_IMMUNE_CLASS:FEMALE] for the syndrome that transforms creatures into male creatures, and vis a versa
then added [CREATURE_CLASS:FEMALE] and [CREATURE_CLASS:MALE] to the respective [CASTE:FEMALE] and [CASTE:MALE]
tokens of the creatures I wanted to transform w/ this syndrome. NOT particularly convenient, but it works. It's just an inhaled "boiling rock" syndrome as yet, but I will tweak it to make it more applicable.
thanks for the advice. :)
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Old Greg

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #968 on: January 24, 2015, 08:09:00 pm »

Hey gang. I have a number of custom playable civs in my game. Everything works fine, except that some of the custom races show up as black squares in the game.

Spoiler (click to show/hide)

Like so. I can't find any commonalities between the black-square civs (or differences between the normally functioning civs) that might cause this. And no, their creature colors are not 0:0:0. halp pls

Putnam

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #969 on: January 24, 2015, 08:21:07 pm »

You have a bad tile or a bad graphics tile for them.

Badger Storm

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #970 on: January 25, 2015, 06:28:48 pm »

Moving some modded creatures over to 40.24, and I am getting

*** Error(s) finalizing the creature AQUILOUP
undefined local creature material set to default: AQUILOUP FEATHER

when I start up.  The animal is supposed to have feathers, so I'm not sure what's going on here.  Has that tissue template been axed or something.

BTW here's the raws for the creature:

Code: [Select]
[CREATURE:AQUILOUP]
[DESCRIPTION:A wolf-like creature with an eagle's broad wings and razor-sharp talons instead of paws.  It can be seen flying high above the virtuous temperate lands.]
[NAME:aquiloup:aquiloups:aquiloup]
[CASTE_NAME:aquiloup:aquiloups:aquiloups]
[CHILD:2][GENERAL_CHILD_NAME:aquiloup pup:aquiloup pups]
[CREATURE_TILE:'A'][COLOR:7:0:1]
[LARGE_PREDATOR]
[LARGE_ROAMING][FREQUENCY:50]
[BIOME:TUNDRA]
[BIOME:FOREST_TAIGA]
[BIOME:ANY_TEMPERATE_FOREST]
[BIOME:SHRUBLAND_TEMPERATE]
[BIOME:MOUNTAIN]
[POPULATION_NUMBER:15:30]
[CLUSTER_NUMBER:3:7]
[GRASSTRAMPLE:0][NATURAL]
[PETVALUE:1000]
[PET_EXOTIC]
[TRAINABLE]
[GOOD]
[FLIER]
[GRASSTRAMPLE:0]
[MOUNT_EXOTIC]
[FANCIFUL]
[BONECARN]
[PREFSTRING:elaborate courtship flights]
[PREFSTRING:noble features]
[PREFSTRING:devoted parenting]
[BODY:QUADRUPED_NECK:2WINGS:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:SKULL:4TOES_FQ_REG:4TOES_RQ_REG:MOUTH:TONGUE:GENERIC_TEETH_WITH_LARGE_EYE_TEETH:RIBCAGE]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[SELECT_TISSUE:HAIR]
[INSULATION:200]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:HAIR]
[USE_MATERIAL_TEMPLATE:FEATHER_FEATHER_TEMPLATE]
[USE_TISSUE_TEMPLATE:FEATHER:FEATHER_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:WING]
[USE_MATERIAL_TEMPLATE:TALON:NAIL_TEMPLATE]
[USE_TISSUE_TEMPLATE:TALON:TALON_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:TOE:TALON:FRONT]
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]
[TL_MAJOR_ARTERIES]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
[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]
[BODY_SIZE:0:0:20000]
[BODY_SIZE:1:0:100000]
[BODY_SIZE:2:0:200000]
[BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[MAXAGE:20:40]
[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:MAIN]
[ATTACK_FLAG_CANLATCH]
[ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:STANCE:BY_CATEGORY:ALL:TALON]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:claw:claws]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_PRIORITY:SECOND]
[DIURNAL]
[HOMEOTHERM:10070]
[APPLY_CREATURE_VARIATION:STANDARD_QUADRUPED_GAITS:900:447:298:149:1900:2900] 59 kph
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:6561:6115:5683:1755:7456:8567] 5 kph
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:6561:6115:5683:1755:7456:8567] 5 kph
[SWIMS_INNATE]
[MUNDANE]
[CASTE:FEMALE]
[FEMALE]
[CASTE:MALE]
[MALE]
[SET_BP_GROUP:BY_TYPE:LOWERBODY][BP_ADD_TYPE:GELDABLE]
[SELECT_CASTE:ALL]
[SET_TL_GROUP:BY_CATEGORY:ALL:HAIR]
[TL_COLOR_MODIFIER:WHITE:1:SILVER:1:PEARL:1]
[TLCM_NOUN:fur and feathers:PLURAL]
[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]
[TL_COLOR_MODIFIER:BROWN:1:BURNT_UMBER:1:CINNAMON:1:COPPER:1:DARK_BROWN:1:DARK_PEACH:1:DARK_TAN:1:ECRU:1:PALE_BROWN:1:PALE_CHESTNUT:1:PALE_PINK:1:PEACH:1:PINK:1:RAW_UMBER:1:SEPIA:1:TAN:1:TAUPE_PALE:1:TAUPE_SANDY:1]
[TLCM_NOUN:skin:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:IRIS_EYE_AMBER:1:ORANGE:1:GOLD:1]
[TLCM_NOUN:eyes:PLURAL]
[SELECT_MATERIAL:ALL]
[MULTIPLY_VALUE:4]
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Putnam

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #971 on: January 25, 2015, 06:33:07 pm »

put [USE_MATERIAL_TEMPLATE:FEATHER_FEATHER_TEMPLATE] right after [BODY_DETAIL_PLAN:STANDARD_MATERIALS]

BlackFlyme

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #972 on: January 25, 2015, 06:34:36 pm »

[USE_MATERIAL_TEMPLATE:FEATHER_FEATHER_TEMPLATE]

Should be

[USE_MATERIAL_TEMPLATE:FEATHER:FEATHER_TEMPLATE]
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Putnam

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #973 on: January 25, 2015, 06:49:55 pm »

haha wow I even copied it and didn't notice

Urist McGoombaBrother

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #974 on: January 26, 2015, 01:10:39 am »

Is it possible to have a entitiy_default.txt file with [OBJECT:ENTITY][ENTITY:MOUNTAIN]-definitions and then a second entitity_default_2.txt file with additional definitions for [OBJECT:ENTITY][ENTITY:MOUNTAIN]. The second file should only include all the modded definitions e.g. new item/reaction permissions, while the first one is the vanilla file. So that you basically only need to copy paste the entity_default_2 into the raw-folder same way as it can be done with inorganic_metal.txt files instead of manually adding the entries in the vanilla file. I tried that, but then the game crashed already during world generation. But maybe I just did something wrong:

Code: [Select]
[OBJECT:ENTITY]

[ENTITY:MOUNTAIN]

[CREATURE:DWARF]
        [PERMITTED_REACTION:GRAPHITE_TO_COKE]
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