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Author Topic: [MODDING] CREATURE & ENTITY QUESTIONS THREAD  (Read 692246 times)

aradar

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #5475 on: May 09, 2024, 09:15:46 am »

Set vampire curses to 0 from advanced world gen, then generate a world with a couple hundred years of history and see if your custom vampire curses show up. Custom curses should work unless there's some problem with the interaction.


this is the interaction top half with part that should appear in world gen. there are 9 of these with different flavor text and different vampires being made in each one. I_SOURCE ranges from attack to minor curse to major curse
Spoiler (click to show/hide)

I read through a lot of history of a 300 year old world there were tons of vampires ........and they all read a slab to become a vampire no one drank blood or was cursed directly by a deity

vampires set to 0
necromancers set to 0

Magmacube_tr

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #5476 on: May 09, 2024, 12:12:17 pm »

Can someone give me a rundown what makes BY_CATEGORY, BY_TYPE and BY_TOKEN mean in interactions? Wiki isn't helping.
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brewer bob

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #5477 on: May 09, 2024, 01:44:12 pm »

this is the interaction top half with part that should appear in world gen. there are 9 of these with different flavor text and different vampires being made in each one. I_SOURCE ranges from attack to minor curse to major curse

So, there's the deity cursing part missing as a source. You've got only attack and ingestion as sources.

(example vampire has this:)
Code: [Select]
[I_SOURCE:DEITY]
[IS_USAGE_HINT:MAJOR_CURSE]
[IS_HIST_STRING_1: cursed ]
[IS_HIST_STRING_2: to prowl the night in search of blood]

Biting should work in world gen as long as the syndrome has SPECIAL_ATTACK_INTERACTION. Like ghouls have.
(Example from extracted raws:)
Code: [Select]
[CE_SPECIAL_ATTACK_INTERACTION:INTERACTION:SECRET_GHOUL_1:BP:BY_CATEGORY:MOUTH:BP:BY_CATEGORY:TOOTH:START:0:ABRUPT]
About the drinking blood part I'm not sure if it gets drunk during world gen.

Eric Blank

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #5478 on: May 09, 2024, 11:04:16 pm »

Can someone give me a rundown what makes BY_CATEGORY, BY_TYPE and BY_TOKEN mean in interactions? Wiki isn't helping.

If you look at the vanilla body_default file, like this entry;

[BODY:BASIC_2PARTBODY]
   [BP:UB:upper body:upper bodies][UPPERBODY][CATEGORY:BODY_UPPER]
      [DEFAULT_RELSIZE:1000]
   [BP:LB:lower body:lower bodies][CON:UB][LOWERBODY][CATEGORY:BODY_LOWER]
      [DEFAULT_RELSIZE:1000]

BY_CATEGORY is looking for the CATEGORY of a body part. Categories are arbitrary strings like creature classes or names, and any part that matches the BY_CATEGORY string will be flagged as a target for whatever you were doing. BY_TYPE are functional tokens, like the GRASP token makes a part able to grab things, STANCE parts will be used to stand and walk, UNDER_PRESSURE makes an internal part able to be 'spilled' by an attack, UPPER_BODY parts are the 'main' or 'base' part of a creature, and so on. BY_TOKEN is actually calling for an ID, the first string after BP in defining a new part, which identifies that specific part. You can have multiple parts using the same CATEGORY, but they should each be given a unique ID. That way you can attach the right hand to the right arm without also adding one to the left arm, because right and left arms will have the same category and type tokens. Parts in different categories might contain the same TYPE tokens, though, and a part can have more than one type token, like a grasp part can also be a stance part.
« Last Edit: May 09, 2024, 11:05:59 pm by Eric Blank »
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brewer bob

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #5479 on: May 10, 2024, 01:30:38 am »

In case you're making another dong mod, you could specifically target or require geldables with BY_TYPE. Just sayin'.

Magmacube_tr

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #5480 on: May 11, 2024, 01:48:29 pm »

Okay, I am NOT making another dong mod.

But the tutorial's been nice. Thanks.
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cloudstrife

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #5481 on: May 15, 2024, 07:02:51 pm »

How do entity values work?

I have a custom civ and I keep trying to configure the values, but whenever I write them into the raws, the text that shows in-game is way off-base from what I want. I’ve even tried matching the values with those listed on the wiki, and still no luck. I can share the raws if needed. It seems like some values even display the reverse of what I want…
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Eric Blank

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #5482 on: May 15, 2024, 09:06:00 pm »

They should be just the name of the value and an integer between -50 and 50.

Are you certain they're off for all citizens? Every citizen of a civ will have their personal values that will differ somewhat from the overall civ values. If its consistently wrong for everyone, it might be something wrong with the integers you used in defining the values, but its still entirely possible to have a fort where most of the population doesnt adhere to one civ value. There's no value-enforcement multiplier or anything to cause civs to be more or less aggressive at enforcing their values, so the distribution is quite possibly just a bell curve with the end points at -50 and 50 and the high over the civ value.

You could have made a typo somewhere too or there's a duplicate set of values (like [VARIABLE_VALUE:ALL:x:y] from the human civ if you duplicated that) that are overwriting yours, that's always possible.
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cloudstrife

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #5483 on: May 16, 2024, 08:33:16 am »

It’s the variable value token. Thank you!
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aSpatula66

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #5484 on: May 18, 2024, 03:27:09 pm »

Is there any way to make DEFAULT_SITE_TYPE:MONUMENT not always crash the game? Or a way to make zero site playable civilizations without making them cavern dwellers?
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Magmacube_tr

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #5485 on: May 18, 2024, 04:00:36 pm »

Is there any way to make DEFAULT_SITE_TYPE:MONUMENT not always crash the game? Or a way to make zero site playable civilizations without making them cavern dwellers?

Maybe make the creatures that appears in it also spawn in wilderness of your choosing? Like subterranean animal people? They won't show up as neighbors, mind you.
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aSpatula66

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #5486 on: May 18, 2024, 05:31:01 pm »

I meant a not LAYER_LINKED civilization with no sites that is playable in fort mode. So basically a way to make a 100% always dead civilization.
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Eric Blank

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #5487 on: May 18, 2024, 09:20:36 pm »

If you make them a detailed-caves civ with no settlement biomes they won't build any sites, and thus have a decent chance of getting wiped out, but there's no guarantee they will.
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aSpatula66

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #5488 on: May 19, 2024, 10:12:48 am »

What tokens make the general and outpost liaison arrive with the monarch? I would assume it's the responsibilities of MILITARY_STRATEGY and ESTABBLISH_COLONY_TRADE_AGREEMENTS, but I'd like confirmation.
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Eric Blank

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #5489 on: May 19, 2024, 04:32:16 pm »

I would assume its the fact those positions are directly [APPOINTED_BY:MONARCH], and the fact the monarch is the de-facto civ-level law maker.
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