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Author Topic: Erm...Wolverine?  (Read 3563 times)

taldarus

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Erm...Wolverine?
« on: September 27, 2015, 07:38:38 pm »

I was trying to figure out how to create a playable undead creature for fortress mode. Medicine doesn't work, and dfhack isn't my cup of tea. Eventually your undead wounded start pilling up in an unsightly fashion. It was mostly random changes when I realized it was very similar to something I was familiar with.

So it had a lot of the [NOPAIN][NOFEAR][NONAUSEA] etc...

Nerves -> Set to regen
Attribute Recuperation -> Set them high, in a standard curve, but MIGHT reach 5000.

When I did this change.

Spoiler (click to show/hide)

The test creature killed a wild animal of equal size. But EVERY part had been incredibly heavily damaged, but not permanently. Shortly after this, my creature had begun to regenerate, and I realized what it was i had made...Wolverine, minus the claws.
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Meph

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Re: Erm...Wolverine?
« Reply #1 on: September 27, 2015, 07:49:37 pm »

minus the re-growing limbs and unbreakable bones too ;)
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klefenz

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Re: Erm...Wolverine?
« Reply #2 on: September 27, 2015, 07:50:49 pm »

I think wolverine can feel pain, anyway, you can add the claws.

taldarus

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Re: Erm...Wolverine?
« Reply #3 on: September 27, 2015, 08:06:11 pm »

klefenz:
NO_PAIN is necessary, because wolverine, while feeling pain, does not succumb to it. (Otherwise a stab in the gut will leave him unconscious)
Yes, I can add claws, but then it raises the question, why would he want weapons?

Meph:
Limbs regenerate quite well. Bones 'break' but only fracture. As bones and cartilage are effectively adamantine, they are virtually un-sever-able. The tissue got functionally torn off his left arm, but quickly began to 'regrow' as the 'structure' was intact. Nerves, as set to grow, also regrew, meaning he was able to use his left arm in only a few minutes. (In the testing arena) Limbs seemed functional.

EDIT: Tested again, bones 'dent' not break....
« Last Edit: September 27, 2015, 08:09:10 pm by taldarus »
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CulixCupric

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Re: Erm...Wolverine?
« Reply #4 on: September 27, 2015, 08:10:43 pm »

you could also add this after defining all tissues...

Code: [Select]
[SELECT_TISSUE_LAYER:ALL]
[TL_HEALING_RATE:1]

... that's from hydras... they heal faster than anything...
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taldarus

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Re: Erm...Wolverine?
« Reply #5 on: September 27, 2015, 08:18:25 pm »

When you suggested that, I thought, 'I really shouldn't, but..."

Subject currently has lost function in its:
Heart
Kidney
Spleen

A few seconds later:
Heart

LOL
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CulixCupric

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Re: Erm...Wolverine?
« Reply #6 on: September 27, 2015, 08:45:57 pm »

When you suggested that, I thought, 'I really shouldn't, but..."

Subject currently has lost function in its:
Heart
Kidney
Spleen

A few seconds later:
Heart

LOL
amazing! now if only we had livestock we could cut in half, let one regrow and cook the other half.
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taldarus

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Re: Erm...Wolverine?
« Reply #7 on: September 27, 2015, 08:57:05 pm »

I love DF!

First reaction: I could probably give it a good attempt if I...
Second reaction: What the @#@# am I thinking about?
Third reaction: Shear-able body parts is probably the ticket. Instead of hair or fur, try and get the game to let you shear off an 'arm'. It probably can't be functional as an arm. I had toyed with the idea for necromancers.

CREATURE:CORPSE_DEMON
DESC:A massive bloated demon whose body grows corpses from its wriggling flesh. The corpses can be sheared off and butchered.

didn't get around to testing it though
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klefenz

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Re: Erm...Wolverine?
« Reply #8 on: September 27, 2015, 09:30:18 pm »

How about modding hydras to be tameable and have shearable limbs?

CulixCupric

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Re: Erm...Wolverine?
« Reply #9 on: September 28, 2015, 02:53:10 am »

How about modding hydras to be tameable and have shearable limbs?
i already made tameable mini hydras, they are extremely rare though, so i have never encountered one.
here, you can have them. EDIT: realized 5HEADNECKS is not a proper bodypart, changed it back to 7HEADNECKS... hence why i have never encountered one... they didn't exist due to being improperly defined.
Code: [Select]

[CREATURE:MYKRODRA]
[DESCRIPTION:A small seven-headed lizard.]
[NAME:mykrodra:mykrodras:mykrodra]
[CASTE_NAME:mykrodra:mykrodras:mykrodra]
[CREATURE_TILE:'h'][COLOR:4:0:1]
[PETVALUE:100]
[PET_EXOTIC]
[TRAINABLE]
[BIOME:ANY_LAND]
[FREQUENCY:25]
[BONECARN]
[PREFSTRING:fangs]
[PREFSTRING:shiny scales]
[BODY:BASIC_2PARTBODY:7HEADNECKS:BASIC_FRONTLEGS:BASIC_REARLEGS:TAIL:2EYES:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:SPINE:BRAIN:SKULL:3TOES_FQ_REG:3TOES_RQ_REG:MOUTH:TONGUE:GENERIC_TEETH_WITH_FANGS:RIBCAGE]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[REMOVE_MATERIAL:SKIN]
[REMOVE_MATERIAL:LEATHER]
[REMOVE_MATERIAL:HAIR]
[USE_MATERIAL_TEMPLATE:SCALE:SCALE_TEMPLATE]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[REMOVE_TISSUE:SKIN]
[REMOVE_TISSUE:HAIR]
[USE_TISSUE_TEMPLATE:SCALE:SCALE_TEMPLATE]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SCALE:FAT:MUSCLE:BONE:CARTILAGE]
[USE_MATERIAL_TEMPLATE:CLAW:NAIL_TEMPLATE]
[USE_TISSUE_TEMPLATE:CLAW:CLAW_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:TOE:CLAW:FRONT]
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[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:1]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:1]
[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]
[PHYS_ATT_RANGE:RECUPERATION:1250:1500:1750:2000:2500:3000:5000]
[PHYS_ATT_RANGE:DISEASE_RESISTANCE:1250:1500:1750:2000:2500:3000:5000]
[MENT_ATT_RANGE:KINESTHETIC_SENSE:1250:1500:1750:2000:2500:3000:5000]
[BODY_SIZE:0:0:1000]
[BODY_SIZE:1:0:12500]
[BODY_SIZE:2:0:30000]
[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]
[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_FLAG_INDEPENDENT_MULTIATTACK]
[ATTACK:CLAW:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:STANCE:BY_CATEGORY:ALL:CLAW]
[ATTACK_SKILL:GRASP_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]
[CHILD:12]
[MAXAGE:80:400]
[GENERAL_CHILD_NAME:mykrodraling:mykrodralings]
[DIURNAL]
[MULTIPART_FULL_VISION]
[NATURAL_SKILL:BITE:2]
[NATURAL_SKILL:GRASP_STRIKE:2]
[NATURAL_SKILL:MELEE_COMBAT:2]
[NATURAL_SKILL:DODGING:2]
[NATURAL_SKILL:SITUATIONAL_AWARENESS:8]
[APPLY_CREATURE_VARIATION:STANDARD_QUADRUPED_GAITS:900:730:561:351:1900:2900] 25 kph
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:3512:2634:1756:878:4900:6900] 10 kph
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:6561:6115:5683:1755:7456:8567] 5 kph
[SWIMS_INNATE]
[CANNOT_JUMP]
[HOMEOTHERM:10040]
[CASTE:FEMALE]
[FEMALE]
[LAYS_EGGS]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGGSHELL:SOLID]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGG_WHITE:LIQUID]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGG_YOLK:LIQUID]
[EGG_SIZE:1100]
[CLUTCH_SIZE:1:2]
[CASTE:MALE]
[MALE]
[SELECT_CASTE:ALL]
[SET_TL_GROUP:BY_CATEGORY:ALL:SCALE]
[TL_COLOR_MODIFIER:GOLD:1:RED:1]
[TLCM_NOUN:scales:PLURAL]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:BLACK:1]
[TLCM_NOUN:eyes:PLURAL]
[SELECT_TISSUE_LAYER:ALL]
[TL_HEALING_RATE:1]
« Last Edit: September 28, 2015, 02:57:07 am by CulixCupric »
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taldarus

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Re: Erm...Wolverine?
« Reply #10 on: September 29, 2015, 12:38:32 am »

Just got around to thinking about this, has anyone bothered to create a ghost-shell for every body part? I mean, functionally, it doesn't exist within the game, but it is always present and has the [structural] and/or [nerve] tags affixed to it?

Don't have time to test it out atm, but I think that we could do something like this:
For an arm:
{Ghost skin} -does nothing, but tricks the game into thinking the limb hasn't been severed
[BONE] -fake structural
[CARTILAGE] -connects
[MUSCLE]
[FAT]
[SKIN]

With all tissue layers set to heal, the arm could be 'severed', and eventually regrow.
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StupidElves

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Re: Erm...Wolverine?
« Reply #11 on: October 24, 2015, 09:36:43 pm »

PTW, I really want to see a civilization populated by these entertaining creatures. Perhaps make them as aggressive as possible for maximum Fun?
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IndigoFenix

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Re: Erm...Wolverine?
« Reply #12 on: October 25, 2015, 01:08:41 am »

Just got around to thinking about this, has anyone bothered to create a ghost-shell for every body part? I mean, functionally, it doesn't exist within the game, but it is always present and has the [structural] and/or [nerve] tags affixed to it?

Don't have time to test it out atm, but I think that we could do something like this:
For an arm:
{Ghost skin} -does nothing, but tricks the game into thinking the limb hasn't been severed
[BONE] -fake structural
[CARTILAGE] -connects
[MUSCLE]
[FAT]
[SKIN]

With all tissue layers set to heal, the arm could be 'severed', and eventually regrow.

An adamantine skeleton would have the same effect, appropriately enough.

taldarus

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Re: Erm...Wolverine?
« Reply #13 on: November 01, 2015, 02:17:53 am »

Yeah, but the problem with the skeleton is that he can still use it. I want something that can't be used as a weapon. (beating an enemy to death with your own arm bone is pretty imbalanced if it is made of adamantine)

...but awesome...
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IndigoFenix

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Re: Erm...Wolverine?
« Reply #14 on: November 01, 2015, 09:25:56 am »


Yeah, but the problem with the skeleton is that he can still use it. I want something that can't be used as a weapon. (beating an enemy to death with your own arm bone is pretty imbalanced if it is made of adamantine)

...but awesome...

Hitting things with adamantine does almost nothing because of its light weight.
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