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Author Topic: Syndrome blood, and wood material tokens  (Read 305 times)

Xangi

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Syndrome blood, and wood material tokens
« on: July 12, 2012, 02:50:30 am »

So I have this creature here:

Code: [Select]
[CREATURE:WOLF_V]
[NAME:wolf:wolves:wolf]
[CASTE_NAME:wolf:wolves:wolf]
[CHILD:1][GENERAL_CHILD_NAME:wolf pup:wolf pups]
[CREATURE_TILE:'w'][COLOR:7:0:0]
[LARGE_PREDATOR][MEANDERER]
[LARGE_ROAMING]
[GRASSTRAMPLE:0]
[PETVALUE:50]
[PET_EXOTIC]
[BONECARN]
[PREFSTRING:cunning]
[BODY:QUADRUPED: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]
[BODYGLOSS:PAW]
[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:NAIL:NAIL_TEMPLATE]
[USE_TISSUE_TEMPLATE:NAIL:NAIL_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:TOE:NAIL: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]
[SYNDROME]
[SYN_CLASS:VAMPCURSE]
[SYN_INGESTED]
[SYN_INJECTED]
[CE_ADD_TAG:BLOODSUCKER:NO_AGING:NOEXERT:STERILE:NOT_LIVING:NOBREATHE:NO_DIZZINESS:NO_FEVERS:NO_EAT:NO_DRINK:NO_PHYS_ATT_GAIN:START:0]
[CE_PHYS_ATT_CHANGE:STRENGTH:1750:0:AGILITY:1750:0:TOUGHNESS:1800:0:RECUPERATION:1300:0:START:0]
[CE_BODY_MAT_INTERACTION:MAT_TOKEN:RESERVED_BLOOD:START:0]
[CE:INTERACTION:LESSER_VAMPIRE_CURSE_1]
[CE:SYNDROME_TAG:SYN_INGESTED]
[CE:SYNDROME_TAG:SYN_INJECTED]
[CE_DISPLAY_TILE:TILE:165:4:0:0:START:0:CAN_BE_HIDDEN]
[CE_DISPLAY_NAME:NAME:lesser vampire:lesser vampires:vampiric:START:0:CAN_BE_HIDDEN]
[CE_BP_APPEARANCE_MODIFIER:START:0:BP:BY_CATEGORY:TOOTH:APPEARANCE_MODIFIER:LENGTH:50]
[CE:COUNTER_TRIGGER:DRINKING_BLOOD:1:NONE:REQUIRED]
[CE_CAN_DO_INTERACTION:START:0]
[CDI:ADV_NAME:Transform into wolf/regenerate]
[CDI:INTERACTION:L_VAMP_WOLF]
[CDI:TARGET:A:SELF_ONLY]
[CDI:TARGET_RANGE:A:1]
    [CDI:USAGE_HINT:FLEEING]
[CDI:VERB:begin to transform:begins to transform:NA]
[CDI:TARGET_VERB:transform into a wolf:transforms into a wolf]
[CDI:WAIT_PERIOD:30000]
[CE_CAN_DO_INTERACTION:START:0]
[CDI:ADV_NAME:Lesser Vampiric Speed]
[CDI:INTERACTION:L_VAMP_SPEED]
[CDI:TARGET:A:SELF_ONLY]
[CDI:TARGET_RANGE:A:1]
[CDI:VERB:focus:focuses:NA]
[CDI:TARGET_VERB:move at amazing speed:moves at amazing speed]
[CDI:WAIT_PERIOD:500]
[CE_CAN_DO_INTERACTION:START:0]
[CDI:ADV_NAME:Vanish]
[CDI:INTERACTION:VAMP_STEALTH]
[CDI:TARGET:A:SELF_ONLY]
[CDI:TARGET_RANGE:A:1]
    [CDI:USAGE_HINT:FLEEING]
[CDI:VERB:begin to vanish:begins to vanish:NA]
[CDI:TARGET_VERB:vanish completely:vanishes completely]
[CDI:WAIT_PERIOD:5000]
[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:0:0:4000]
[BODY_SIZE:1:0:20000]
[BODY_SIZE:2:0:40000]
[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:10:20]
[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_PRIORITY:MAIN]
[ATTACK_FLAG_CANLATCH]
[ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:STANCE:BY_CATEGORY:ALL:NAIL]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:scratch:scratches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:SECOND]
[DIURNAL]
[HOMEOTHERM:10070]
[SWIMS_INNATE][SWIM_SPEED:2500]
[MUNDANE]
[CASTE:FEMALE]
[FEMALE]
[DESCRIPTION:A large canine found in temperate regions.  It is territorial and hunts in packs.]
[CASTE:MALE]
[MALE]
[DESCRIPTION:A large canine found in temperate regions.  It is territorial and hunts in packs.]
[SELECT_CASTE:ALL]
[SET_TL_GROUP:BY_CATEGORY:ALL:HAIR]
[TL_COLOR_MODIFIER:GRAY:1]
[TLCM_NOUN:hair:SINGULAR]
[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_ORANGE:1]
[TLCM_NOUN:eyes:PLURAL]
[SELECT_MATERIAL:ALL]
[MULTIPLY_VALUE:2]

As you can see, it's nearly a perfect copy of the wolf. However, it's got a syndrome in it, which for some reason doesn't work. The errorlog shows nothing, so I assume I just did something wrong. Also, what's the token used for wood in reactions? I can't seem to find it at all, and I need it for something I'm going to try with my vampires.

Thanks in advance guys.
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Putnam

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Re: Syndrome blood, and wood material tokens
« Reply #1 on: July 12, 2012, 02:53:55 am »

You need to put your syndrome under the USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE part, not the BLOOD token.

Xangi

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Re: Syndrome blood, and wood material tokens
« Reply #2 on: July 12, 2012, 02:55:41 am »

You need to put your syndrome under the USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE part, not the BLOOD token.

God damnit, it's too late for me to be modding. Thanks, let me try that.

EDIT: Nope, still borked. Drinking it does nothing.

EDIT2: But the one for the cougar works... Alright, what the hell is going in here.

EDIT3: And it turns me into... a.... Canine.... Vampire....

EDIT4: Ok, spatters do nothing, larger pools work now, thanks, I only had it done wrong in the wolf. Do you know what the material token for wood is?
« Last Edit: July 12, 2012, 03:13:03 am by Xangi »
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Quietust

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Re: Syndrome blood, and wood material tokens
« Reply #3 on: July 12, 2012, 08:27:30 am »

The "wood material token" would be PLANT_MAT:plantname:WOOD.
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Xangi

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Re: Syndrome blood, and wood material tokens
« Reply #4 on: July 12, 2012, 03:10:29 pm »

The "wood material token" would be PLANT_MAT:plantname:WOOD.

Any way to make that apply to all plants? Just put "ALL" for "plantname"?
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Vampires too weak for you? Werebeast lameness got you down? Necromancers just too easy? Well, this is the mod for you then! 7 types of Vampire, 3 types of Mummy, 9 types of Werebeast and 4 types of Necromancer are just waiting to rip your guts out! Tested and playable in both adventure mode and fortress mode! Also includes more megabeasts and semimegabeasts, and every feature is able to be removed and customized!

Hugo_The_Dwarf

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Re: Syndrome blood, and wood material tokens
« Reply #5 on: July 12, 2012, 03:13:33 pm »

how are you trying to apply it?

Like what is it with wood you want to add/do?
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Xangi

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Re: Syndrome blood, and wood material tokens
« Reply #6 on: July 12, 2012, 03:30:11 pm »

how are you trying to apply it?

Like what is it with wood you want to add/do?

Basically something like this [MATERIAL_FORCE_MULTIPLIER:PLANT_MAT:ALL:WOOD:10000:1], I just want to make sure it works first.
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Putnam

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Re: Syndrome blood, and wood material tokens
« Reply #7 on: July 12, 2012, 03:44:45 pm »

No, I don't think so.

Hugo_The_Dwarf

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Re: Syndrome blood, and wood material tokens
« Reply #8 on: July 12, 2012, 03:48:54 pm »

Try it, and then try beating said creature with wood

but I think you might get an error saying "there is no plant called ALL" or some such.
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Re: Syndrome blood, and wood material tokens
« Reply #9 on: July 12, 2012, 03:56:09 pm »

Can't be done - you'd have to make the creature specifically weak to each different type of wood.
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It's amazing how they can make an entire floodgate out of the bones of 2 cats.

Xangi

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Re: Syndrome blood, and wood material tokens
« Reply #10 on: July 12, 2012, 04:00:12 pm »

Can't be done - you'd have to make the creature specifically weak to each different type of wood.
Well, I got no error, and a birchen long sword seems to be able to fracture the exoskeleton of one of my most durable creatures now. I'll keep testing.

EDIT: Damn, you're probably right, no effect. It was just the added strength of being a master vampire that enabled me to do that.
« Last Edit: July 12, 2012, 04:07:15 pm by Xangi »
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Vampires too weak for you? Werebeast lameness got you down? Necromancers just too easy? Well, this is the mod for you then! 7 types of Vampire, 3 types of Mummy, 9 types of Werebeast and 4 types of Necromancer are just waiting to rip your guts out! Tested and playable in both adventure mode and fortress mode! Also includes more megabeasts and semimegabeasts, and every feature is able to be removed and customized!

Hugo_The_Dwarf

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Re: Syndrome blood, and wood material tokens
« Reply #11 on: July 12, 2012, 04:10:22 pm »

Can't be done - you'd have to make the creature specifically weak to each different type of wood.
Figured as much.
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