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Author Topic: Playing god and studying self-rising undead behavior (contains FUN)  (Read 2371 times)

Waterline

  • Bay Watcher
    • View Profile

So, I have decided to make a deity character for adventure mode. Just because why not?
I ended up understanding the creature, interaction, bodypart raws to a degree (I consider that understanding DF's approach towards generation of stuff was the main goal here).

I did a playable creature "deity" which has two castes: humanoid and dragon.
Both are different not only in appearance but in their "potential behavior" (i.e. dragon goddess will be treated like megabeast for good reason, while humanoid goddess could pretend to be, say, human, and interact respectively). They also have different "abilities"

Also dragon is now properly and nicely described visually (not just scale color and eyes color) so enjoy randomizing its appearance.

They are common in some thing:
1). They have custom material for their flesh and are built pretty much like colossus (no organs and tissues consisting of a single material). The material is buffed, OP, and pretty much makes you invulnerable. I think even to falling.
2). Common abilities, especially these that make dead people walk again:
 - Raise docile dead guards (green tile)
 - Raise life-opposed deads (yellow tile)
 - Raise life-opposed deads who can raise deads, who can raise deads and so on (my favorite kind). (red tile, obviously)

Code: (inorganic_deity.txt) [Select]
Inorganic deity

[OBJECT:INORGANIC]

[INORGANIC:DEITY_FLESH]
[USE_MATERIAL_TEMPLATE:METAL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:deity flesh]
[STATE_NAME_ADJ:LIQUID:molten deity flesh]
[STATE_NAME_ADJ:GAS:boiling deity flesh]
[DISPLAY_COLOR:3:3:1]
[BUILD_COLOR:3:3:1]
[MATERIAL_VALUE:300]
[SPEC_HEAT:7500]
[MELTING_POINT:250000]
[BOILING_POINT:500000]
[SOLID_DENSITY:15000]
[LIQUID_DENSITY:18000]
[MOLAR_MASS:55845]
[IMPACT_YIELD:50000000]
[IMPACT_FRACTURE:50000000]
[IMPACT_STRAIN_AT_YIELD:0]
[COMPRESSIVE_YIELD:50000000]
[COMPRESSIVE_FRACTURE:50000000]
[COMPRESSIVE_STRAIN_AT_YIELD:0]
[TENSILE_YIELD:50000000]
[TENSILE_FRACTURE:50000000]
[TENSILE_STRAIN_AT_YIELD:0]
[TORSION_YIELD:50000000]
[TORSION_FRACTURE:50000000]
[TORSION_STRAIN_AT_YIELD:0]
[SHEAR_YIELD:50000000]
[SHEAR_FRACTURE:50000000]
[SHEAR_STRAIN_AT_YIELD:0]
[BENDING_YIELD:50000000]
[BENDING_FRACTURE:50000000]
[BENDING_STRAIN_AT_YIELD:0]
[MAX_EDGE:1000000]
[STATE_COLOR:ALL_SOLID:AQUA]

Code: (b_detail_plan_deity.txt) [Select]

b_detail_plan_deity

[OBJECT:BODY_DETAIL_PLAN]

[BODY_DETAIL_PLAN:DEITY_TISSUES]
This body detail plan accepts argument tokens that can fill the role of the tissue token.  For instance, the dwarf sends in SKIN, FAT, MUSCLE, BONE and CARTILAGE.
[BP_LAYERS:BY_CATEGORY:BODY:ARG2:1:ARG1:100]
[BP_LAYERS:BY_CATEGORY:BODY_UPPER:ARG2:1:ARG1:100]
[BP_LAYERS:BY_CATEGORY:BODY_LOWER:ARG2:1:ARG1:100]
[BP_LAYERS:BY_CATEGORY:GROWTH:ARG1:100]
[BP_LAYERS:BY_CATEGORY:ARM:ARG2:1:ARG1:100]
[BP_LAYERS:BY_CATEGORY:ARM_UPPER:ARG2:1:ARG1:100]
[BP_LAYERS:BY_CATEGORY:ARM_LOWER:ARG2:1:ARG1:100]
[BP_LAYERS:BY_CATEGORY:HAND:ARG2:1:ARG1:100]
[BP_LAYERS:BY_CATEGORY:LEG:ARG2:1:ARG1:100]
[BP_LAYERS:BY_CATEGORY:LEG_UPPER:ARG2:1:ARG1:100]
[BP_LAYERS:BY_CATEGORY:LEG_LOWER:ARG2:1:ARG1:100]
[BP_LAYERS:BY_CATEGORY:LEG_FRONT:ARG2:1:ARG1:100]
[BP_LAYERS:BY_CATEGORY:LEG_REAR:ARG2:1:ARG1:100]
[BP_LAYERS:BY_CATEGORY:FOOT:ARG2:1:ARG1:100]
[BP_LAYERS:BY_CATEGORY:FOOT_FRONT:ARG2:1:ARG1:100]
[BP_LAYERS:BY_CATEGORY:FOOT_REAR:ARG2:1:ARG1:100]
[BP_LAYERS:BY_CATEGORY:HEAD:ARG2:1:ARG1:100]
[BP_LAYERS:BY_CATEGORY:NECK:ARG2:1:ARG1:100]
[BP_LAYERS:BY_CATEGORY:WING:ARG1:100]
[BP_LAYERS:BY_CATEGORY:CLAW:ARG1:100]
[BP_LAYERS:BY_CATEGORY:TAIL:ARG2:1:ARG1:100]
[BP_LAYERS:BY_CATEGORY:EYE:ARG1:100]
[BP_LAYERS:BY_CATEGORY:TOOTH:ARG1:100]
[BP_LAYERS:BY_CATEGORY:NOSE:ARG2:1:ARG1:100]
[BP_LAYERS:BY_CATEGORY:EAR:ARG2:1:ARG1:100]
[BP_LAYERS:BY_CATEGORY:MOUTH:ARG2:1:ARG1:100]
[BP_LAYERS:BY_CATEGORY:FINGER:ARG2:1:ARG1:100]
[BP_LAYERS:BY_CATEGORY:TOE:ARG2:1:ARG1:100]
[BP_LAYERS:BY_CATEGORY:LIP:ARG1:100]
[BP_LAYERS:BY_CATEGORY:TONGUE:ARG1:100]
[BP_LAYERS:BY_CATEGORY:CHEEK:ARG2:1:ARG1:100]
[BP_LAYERS:BY_CATEGORY:EYELID:ARG2:1:ARG1:100]


Code: (interaction_deity.txt) [Select]
interaction deity

[OBJECT:INTERACTION]

[INTERACTION:DEITY_RISE_UNDEAD_AGRESSIVE_APOCALYPSE]
[I_TARGET:A:CORPSE]
[IT_LOCATION:CONTEXT_ITEM]
[IT_AFFECTED_CLASS:GENERAL_POISON]
[IT_REQUIRES:FIT_FOR_ANIMATION]
[IT_FORBIDDEN:NOT_LIVING]
[IT_MANUAL_INPUT:corpses]
[I_EFFECT:ANIMATE]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:Apocalyptical rise of dead]
[SYNDROME]
[CE_FLASH_TILE:TILE:165:4:4:1:FREQUENCY:2000:1000:START:0]
[CE_PHYS_ATT_CHANGE:STRENGTH:500:1000:TOUGHNESS:500:1000:START:0]
[CE_SPEED_CHANGE:SPEED_PERC:60:START:0]
[CE_ADD_TAG:OPPOSED_TO_LIFE:NO_AGING:NOT_LIVING:EXTRAVISION:NOEXERT:NOPAIN:NOBREATHE:NOSTUN:NONAUSEA:NO_DIZZINESS:NO_FEVERS:PARALYZEIMMUNE:NOFEAR:NO_EAT:NO_DRINK:NO_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST:NO_THOUGHT_CENTER_FOR_MOVEMENT:NO_CONNECTIONS_FOR_MOVEMENT:CAN_SPEAK:TRANCES:LIKES_FIGHTING:START:0]
[CE_REMOVE_TAG:HAS_BLOOD:MISCHIEVOUS:START:0]
[CE_SENSE_CREATURE_CLASS:START:0:CLASS:GENERAL_POISON:15:4:0:1]
[CE_CAN_DO_INTERACTION:START:0]
[CDI:ADV_NAME:Animate corpse]
[CDI:INTERACTION:DEITY_RISE_UNDEAD_AGRESSIVE_APOCALYPSE]
[CDI:TARGET_RANGE:A:50]
[CDI:VERB:gesture:gestures:NA]
[CDI:TARGET_VERB:shudder and begin to move:shudders and begins to move]



[INTERACTION:DEITY_RISE_UNDEAD_AGRESSIVE]
[I_TARGET:A:CORPSE]
[IT_LOCATION:CONTEXT_ITEM]
[IT_AFFECTED_CLASS:GENERAL_POISON]
[IT_REQUIRES:FIT_FOR_ANIMATION]
[IT_FORBIDDEN:NOT_LIVING]
[IT_MANUAL_INPUT:corpses]
[I_EFFECT:ANIMATE]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:Rise the life-opposed dead]
[SYNDROME]
[CE_FLASH_TILE:TILE:165:6:4:1:FREQUENCY:2000:1000:START:0]
[CE_PHYS_ATT_CHANGE:STRENGTH:300:1000:TOUGHNESS:300:1000:START:0]
[CE_SPEED_CHANGE:SPEED_PERC:60:START:0]
[CE_ADD_TAG:OPPOSED_TO_LIFE:NO_AGING:NOT_LIVING:EXTRAVISION:NOEXERT:NOPAIN:NOBREATHE:NOSTUN:NONAUSEA:NO_DIZZINESS:NO_FEVERS:NOEMOTION:PARALYZEIMMUNE:NOFEAR:NO_EAT:NO_DRINK:NO_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST:NOTHOUGHT:NO_THOUGHT_CENTER_FOR_MOVEMENT:NO_CONNECTIONS_FOR_MOVEMENT:START:0]
[CE_REMOVE_TAG:HAS_BLOOD:TRANCES:LIKES_FIGHTING:MISCHIEVOUS:START:0]

[INTERACTION:DEITY_RISE_UNDEAD_PASSIVE]
[I_TARGET:A:CORPSE]
[IT_LOCATION:CONTEXT_ITEM]
[IT_AFFECTED_CLASS:GENERAL_POISON]
[IT_REQUIRES:FIT_FOR_ANIMATION]
[IT_FORBIDDEN:NOT_LIVING]
[IT_MANUAL_INPUT:corpses]
[I_EFFECT:ANIMATE]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:Rise the powerful dead guards]
[SYNDROME]
[CE_FLASH_TILE:TILE:165:2:2:1:FREQUENCY:2000:1000:START:0]
[CE_PHYS_ATT_CHANGE:STRENGTH:1000:1000:TOUGHNESS:1000:1000:START:0]
[CE_SPEED_CHANGE:SPEED_PERC:60:START:0]
[CE_ADD_TAG:NO_AGING:NOT_LIVING:EXTRAVISION:NOEXERT:NOPAIN:NOBREATHE:NOSTUN:NONAUSEA:NO_DIZZINESS:NO_FEVERS:NOEMOTION:PARALYZEIMMUNE:NOFEAR:NO_EAT:NO_DRINK:NO_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST:NOTHOUGHT:NO_THOUGHT_CENTER_FOR_MOVEMENT:NO_CONNECTIONS_FOR_MOVEMENT:START:0]
[CE_REMOVE_TAG:HAS_BLOOD:TRANCES:LIKES_FIGHTING:MISCHIEVOUS:START:0]

[INTERACTION:DEITY_VAMPIRE_CURSE]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_AFFECTED_CLASS:GENERAL_POISON]
[IT_MANUAL_INPUT:creature]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:Curse creature to become vampire]
[SYNDROME]
[CE_ADD_TAG:BLOODSUCKER:NO_AGING:STERILE:NOT_LIVING:NOEXERT:NOPAIN:NOBREATHE:NOSTUN:NONAUSEA:NO_DIZZINESS:NO_FEVERS:PARALYZEIMMUNE:NO_EAT:NO_DRINK:NO_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST:START:0]
[CE_PHYS_ATT_CHANGE:STRENGTH:200:0:AGILITY:200:0:TOUGHNESS:200:0:START:0]
[CE_MATERIAL_FORCE_MULTIPLIER:MAT_MULT:NONE:NONE:1:2]
[CE_BODY_MAT_INTERACTION:MAT_TOKEN:RESERVED_BLOOD:START:0]
[CE:INTERACTION:VAMPIRE_CURSE]
[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:vampire:vampires:vampiric:START:0:CAN_BE_HIDDEN]
[CE_BP_APPEARANCE_MODIFIER:START:0:BP:BY_CATEGORY:TOOTH:APPEARANCE_MODIFIER:LENGTH:150]
[CE_SENSE_CREATURE_CLASS:START:0:CLASS:GENERAL_POISON:15:4:0:1]

Code: (creature_deity.txt) [Select]
Deity incarnations for adventure mode

[OBJECT:CREATURE]

[CREATURE:DEITY_ADV]
[OUTSIDER_CONTROLLABLE]
[DESCRIPTION:A deity fond of life and death.]
[NAME:deity:deities:deities]
[CASTE_NAME:deity:deities:deities]
[CREATURE_TILE:'D'][COLOR:3:0:0]
[LOW_LIGHT_VISION:10000]
[SENSE_CREATURE_CLASS:GENERAL_POISON:15:3:0:1]
[SENSE_CREATURE_CLASS:NOT_LIVING:15:4:0:1]
[FANCIFUL]
[FIREIMMUNE_SUPER]
[NOFEAR][NOPAIN][EXTRAVISION][NOBREATHE][NOSTUN][NONAUSEA][NOEXERT]
[NO_DIZZINESS][NO_FEVERS][NO_DRINK][NO_EAT][NO_SLEEP][NOT_LIVING]
[BENIGN]
[CANOPENDOORS]
[PREFSTRING:power]
[NOBONES]
[NO_THOUGHT_CENTER_FOR_MOVEMENT]
[ODOR_LEVEL:0]
[ITEMCORPSE:STATUE:NO_SUBTYPE:INORGANIC:DEITY_FLESH]
[ITEMCORPSE_QUALITY:5]
[DIURNAL]
[NOSTUCKINS]
[SKILL_LEARN_RATES:1000]
[WEBIMMUNE]

[APPLY_CREATURE_VARIATION:STANDARD_BIPED_GAITS:900:300:200:100:1900:2900] 87 kph
[APPLY_CREATURE_VARIATION:STANDARD_CLIMBING_GAITS:900:300:200:100:1900:2900] 87 kph
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:900:300:200:100:1900:2900] 87 kph
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:900:300:200:100:1900:2900] 87 kph


[CASTE:HUMANOID]
[CASTE_NAME:humanoid deity:humanoid deities:humanoid deities]
[DESCRIPTION:A deity in a humanoid form, fond of life and death.]
[BODY:HUMANOID_NECK:2EYES:2EARS:NOSE:HUMANOID_JOINTS:THROAT:NECK:SKULL:5FINGERS:5TOES:MOUTH:TONGUE:FACIAL_FEATURES:TEETH]
[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:( A )Shoot a metallic flesh glob]
[CDI:USAGE_HINT:ATTACK]
[CDI:MATERIAL:INORGANIC:DEITY_FLESH:SOLID_GLOB]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:50]
[CDI:WAIT_PERIOD:0]

[TISSUE:HAIR]
[TISSUE_NAME:hair:NP]
[TISSUE_MATERIAL:INORGANIC:DEITY_FLESH]
[RELATIVE_THICKNESS:1]
[SUBORDINATE_TO_TISSUE:SKIN]
[COSMETIC]
[STYLEABLE]
[INSULATION:100]
[TISSUE_SHAPE:STRANDS]

[INTELLIGENT]
[POWER]
[EQUIPS]

[BODY_DETAIL_PLAN:DEITY_TISSUES:DEITY_FLESH:DEITY_FLESH:DEITY_FLESH:DEITY_FLESH:DEITY_FLESH]
[BODY_DETAIL_PLAN:HEAD_HAIR_TISSUE_LAYERS]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]

[BODY_SIZE:0:0:70000]

[BODY_APPEARANCE_MODIFIER:HEIGHT:75:95:98:100:102:105:125]
[APP_MOD_IMPORTANCE:500]
[BODY_APPEARANCE_MODIFIER:BROADNESS:75:95:98:100:102:105:125]
[APP_MOD_IMPORTANCE:500]

[SET_BP_GROUP:BY_CATEGORY:EYE]
[BP_APPEARANCE_MODIFIER:CLOSE_SET:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[BP_APPEARANCE_MODIFIER:DEEP_SET:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[BP_APPEARANCE_MODIFIER:ROUND_VS_NARROW:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[BP_APPEARANCE_MODIFIER:LARGE_IRIS:25:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]

[SET_BP_GROUP:BY_CATEGORY:LIP]
[BP_APPEARANCE_MODIFIER:THICKNESS:50:70:90:100:110:130:200]
[APP_MOD_NOUN:lips:PLURAL]
[APP_MOD_DESC_RANGE:55:70:90:110:150:190]

[SET_BP_GROUP:BY_CATEGORY:NOSE]
[BP_APPEARANCE_MODIFIER:BROADNESS:25:70:90:100:110:130:200]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]
[BP_APPEARANCE_MODIFIER:LENGTH:25:70:90:100:110:130:200]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]
[BP_APPEARANCE_MODIFIER:UPTURNED:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:CONVEX:0:70:90:100:110:130:200]
[APP_MOD_NOUN:nose bridge:SINGULAR]

[SET_BP_GROUP:BY_CATEGORY:EAR]
[BP_APPEARANCE_MODIFIER:SPLAYED_OUT:0:70:90:100:110:130:200]
[APP_MOD_NOUN:ears:PLURAL]
[BP_APPEARANCE_MODIFIER:HANGING_LOBES:0:70:90:100:110:130:200]
[APP_MOD_NOUN:ears:PLURAL]
[BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_NOUN:ears:PLURAL]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
[BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_NOUN:ears:PLURAL]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]

[SET_BP_GROUP:BY_CATEGORY:TOOTH]
[BP_APPEARANCE_MODIFIER:GAPS:0:70:90:100:110:130:200]
[APP_MOD_NOUN:teeth:PLURAL]
[BP_APPEARANCE_MODIFIER:LENGTH:100:100:100:100:100:100:100] for vampires
[APP_MOD_IMPORTANCE:1000]
[APP_MOD_NOUN:teeth:PLURAL]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]

[SET_BP_GROUP:BY_CATEGORY:SKULL]
[BP_APPEARANCE_MODIFIER:HIGH_CHEEKBONES:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:BROAD_CHIN:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:JUTTING_CHIN:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:SQUARE_CHIN:0:70:90:100:110:130:200]

[SET_BP_GROUP:BY_CATEGORY:THROAT]
[BP_APPEARANCE_MODIFIER:DEEP_VOICE:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:RASPY_VOICE:0:70:90:100:110:130:200]

[SET_BP_GROUP:BY_CATEGORY:HEAD]
[BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
[BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]

[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:punch:punches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_EDGE]
[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:3:3]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:SECOND]
[ATTACK_FLAG_BAD_MULTIATTACK]


[SWIMS_INNATE]

[MANNERISM_FINGERS:finger:fingers]
[MANNERISM_NOSE:nose]
[MANNERISM_EAR:ear]
[MANNERISM_HEAD:head]
[MANNERISM_EYES:eyes]
[MANNERISM_MOUTH:mouth]
[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_POSTURE]
[MANNERISM_STRETCH]
[MANNERISM_EYELIDS]
[SPOUSE_CONVERSION_TARGET]

[SET_TL_GROUP:BY_CATEGORY:HEAD:EYEBROW]
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:50:80:90:100:110:120:150]
[APP_MOD_NOUN:eyebrows:PLURAL]
[APP_MOD_DESC_RANGE:55:70:90:110:130:145]
[TISSUE_LAYER_APPEARANCE_MODIFIER:DENSE:50:80:90:100:110:120:150]
[APP_MOD_NOUN:eyebrows:PLURAL]
[APP_MOD_DESC_RANGE:55:70:90:110:130:145]
[TISSUE_LAYER_APPEARANCE_MODIFIER:HIGH_POSITION:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyebrows:PLURAL]

[SET_TL_GROUP:BY_CATEGORY:EYELID:EYELASH]
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:50:80:90:100:110:120:150]
[APP_MOD_NOUN:eyelashes:PLURAL]
[APP_MOD_DESC_RANGE:55:70:90:110:130:145]

[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHEEK_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHIN_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:MOUSTACHE]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:SIDEBURNS]
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:50:80:90:100:110:120:150]
[APP_MOD_NOUN:hair:SINGULAR]

[TISSUE_LAYER_APPEARANCE_MODIFIER:CURLY:0:70:90:100:110:130:200]
[APP_MOD_NOUN:hair:SINGULAR]
[TISSUE_LAYER_APPEARANCE_MODIFIER:GREASY:0:70:90:100:110:130:200]
[APP_MOD_NOUN:hair:SINGULAR]
[TISSUE_LAYER_APPEARANCE_MODIFIER:DENSE:50:80:90:100:110:120:150]
[APP_MOD_NOUN:hair:SINGULAR]
[APP_MOD_DESC_RANGE:55:70:90:110:130:145]

[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[TISSUE_STYLE_UNIT:HAIR:STANDARD_HAIR_SHAPINGS]
[TSU_NOUN:hair:SINGULAR]

[SET_TL_GROUP:BY_CATEGORY:HEAD:CHEEK_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHIN_WHISKERS]
[TISSUE_STYLE_UNIT:BEARD:STANDARD_BEARD_SHAPINGS]
[TSU_NOUN:beard:SINGULAR]

[SET_TL_GROUP:BY_CATEGORY:HEAD:MOUSTACHE]
[TISSUE_STYLE_UNIT:MOUSTACHE:STANDARD_MOUSTACHE_SHAPINGS]
[TSU_NOUN:moustache:SINGULAR]

[SET_TL_GROUP:BY_CATEGORY:HEAD:SIDEBURNS]
[TISSUE_STYLE_UNIT:SIDEBURNS:STANDARD_SIDEBURNS_SHAPINGS]
[TSU_NOUN:sideburns:PLURAL]

[SET_TL_GROUP:BY_CATEGORY:FINGER:NAIL]
[PLUS_TL_GROUP:BY_CATEGORY:TOE:NAIL]
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:50:80:90:100:110:120:150]
[TSU_NOUN:nails:PLURAL]

[SET_TL_GROUP:BY_CATEGORY:ALL:DEITY_FLESH]
[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:ALL:HAIR]
[TL_COLOR_MODIFIER:AMBER:1:AUBURN:1:BLACK:1:BROWN:1:BUFF:1:BURNT_SIENNA:1:BURNT_UMBER:1:CHARCOAL:1:CHESTNUT:1:CHOCOLATE:1:CINNAMON:1:COPPER:1:DARK_BROWN:1:DARK_CHESTNUT:1:DARK_TAN:1:ECRU:1:FLAX:1:GOLD:1:GOLDEN_YELLOW:1:GOLDENROD:1:LIGHT_BROWN:1:MAHOGANY:1:OCHRE:1:PALE_BROWN:1:PALE_CHESTNUT:1:PUMPKIN:1:RAW_UMBER:1:RUSSET:1:SAFFRON:1:SEPIA:1:TAN:1:TAUPE_DARK:1:TAUPE_GRAY:1:TAUPE_MEDIUM:1:TAUPE_PALE:1:TAUPE_SANDY:1]
[TLCM_NOUN:hair:SINGULAR]

[CASTE:DRAGON]
[CASTE_NAME:dragon deity:dragon deities:dragon deities]
[DESCRIPTION:A deity in a form of a winged dragon, fond of life and death... And fire. Brings fright and dismay.]
[MEGABEAST]
[CAN_LEARN]
[FLIER]
[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:( A )Burn beings to ashes]
[CDI:USAGE_HINT:ATTACK]
[CDI:FLOW:DRAGONFIRE]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:15]
[CDI:WAIT_PERIOD:1]
[BODY:QUADRUPED_NECK:2WINGS:TAIL:2EYES:NOSE:THROAT:NECK:SKULL:4TOES_FQ_REG:4TOES_RQ_REG:MOUTH:TONGUE:GENERIC_TEETH_WITH_LARGE_EYE_TEETH]

[TISSUE:DEITY_SCALE]
[TISSUE_MATERIAL:INORGANIC:DEITY_FLESH]
[SCARS]
[RELATIVE_THICKNESS:4]
[HEALING_RATE:300]
[PAIN_RECEPTORS:1]
[CONNECTS]
[STYLEABLE]
[TISSUE_SHAPE:SCALES]

[TISSUE:CLAW]
[TISSUE_NAME:claw:NP]
[STRUCTURAL]
[TISSUE_MATERIAL:INORGANIC:DEITY_FLESH]
[RELATIVE_THICKNESS:2]
[HEALING_RATE:500]
[CONNECTS]
[TISSUE_SHAPE:LAYER]

[BODY_DETAIL_PLAN:DEITY_TISSUES:DEITY_SCALE:DEITY_FLESH:DEITY_FLESH:DEITY_FLESH:DEITY_FLESH]
[TISSUE_LAYER:BY_CATEGORY:TOE:CLAW:FRONT]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]

[BODY_SIZE:0:0:25000000]
[BODY_APPEARANCE_MODIFIER:LENGTH:0:70:90:100:110:130:200]
[APP_MOD_IMPORTANCE:1000]

[BODY_APPEARANCE_MODIFIER:HEIGHT:0:70:90:100:110:130:200]
[APP_MOD_IMPORTANCE:1000]

[BODY_APPEARANCE_MODIFIER:BROADNESS:0:70:90:100:110:130:200]
[APP_MOD_IMPORTANCE:1000]

[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: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:MAIN]
[APPLY_CREATURE_VARIATION:STANDARD_FLYING_GAITS:900:300:200:100:1900:2900] 87 kph


[SET_TL_GROUP:BY_CATEGORY:ALL:DEITY_SCALE]
[TL_COLOR_MODIFIER:GOLD:1:RED:1:GREEN:1:BLUE:1:BLACK:1:BROWN:1]
[TLCM_NOUN:scales:PLURAL]

[SET_TL_GROUP:BY_CATEGORY:ALL:DEITY_FLESH]
[TL_COLOR_MODIFIER:GOLD:1:RED:1:GREEN:1:BLUE:1:BLACK:1:BROWN:1]
[TLCM_NOUN:eyes:PLURAL]

[SET_TL_GROUP:BY_CATEGORY:ALL:DEITY_SCALE]
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:0:70:90:100:110:130:200]
[APP_MOD_NOUN:scales:PLURAL]
[APP_MOD_IMPORTANCE:1000]
[TISSUE_LAYER_APPEARANCE_MODIFIER:BROADNESS:0:70:90:100:110:130:200]
[APP_MOD_NOUN:scales:PLURAL]
[APP_MOD_IMPORTANCE:1000]

[SET_BP_GROUP:BY_CATEGORY:ALL:TOOTH]
[BP_APPEARANCE_MODIFIER:LENGTH:0:70:90:100:110:130:200]
[APP_MOD_NOUN:teeth:PLURAL]
[APP_MOD_IMPORTANCE:1000]
[BP_APPEARANCE_MODIFIER:CONVEX:0:70:90:100:110:130:200]
[APP_MOD_NOUN:teeth:PLURAL]
[APP_MOD_IMPORTANCE:1000]

[SET_BP_GROUP:BY_CATEGORY:THROAT]
[BP_APPEARANCE_MODIFIER:DEEP_VOICE:100:110:120:140:160:180:200]
[APP_MOD_IMPORTANCE:1000]

[SET_BP_GROUP:BY_CATEGORY:ALL:EYE]
[BP_APPEARANCE_MODIFIER:DEEP_SET:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[APP_MOD_IMPORTANCE:1000]
[BP_APPEARANCE_MODIFIER:ROUND_VS_NARROW:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[APP_MOD_IMPORTANCE:1000]
[BP_APPEARANCE_MODIFIER:LARGE_IRIS:25:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[APP_MOD_IMPORTANCE:1000]

[SET_BP_GROUP:BY_CATEGORY:ALL:CLAW]
[BP_APPEARANCE_MODIFIER:CONVEX:0:70:90:100:110:130:200]
[APP_MOD_NOUN:claws:PLURAL]
[APP_MOD_IMPORTANCE:1000]
[BP_APPEARANCE_MODIFIER:LENGTH:0:70:90:100:110:130:200]
[APP_MOD_NOUN:claws:PLURAL]
[APP_MOD_IMPORTANCE:1000]

[SET_BP_GROUP:BY_CATEGORY:ALL:WING]
[BP_APPEARANCE_MODIFIER:LENGTH:0:70:90:100:110:130:200]
[APP_MOD_NOUN:wings:PLURAL]
[APP_MOD_IMPORTANCE:1000]
[BP_APPEARANCE_MODIFIER:BROADNESS:0:70:90:100:110:130:200]
[APP_MOD_NOUN:wings:PLURAL]
[APP_MOD_IMPORTANCE:1000]

[SET_BP_GROUP:BY_CATEGORY:HEAD]
[BP_APPEARANCE_MODIFIER:BROADNESS:0:70:90:100:110:130:200]
[APP_MOD_NOUN:head:SINGULAR]
[APP_MOD_IMPORTANCE:1000]
[BP_APPEARANCE_MODIFIER:HEIGHT:0:70:90:100:110:130:200]
[APP_MOD_NOUN:head:SINGULAR]
[APP_MOD_IMPORTANCE:1000]

[SET_BP_GROUP:BY_CATEGORY:TAIL]
[BP_APPEARANCE_MODIFIER:LENGTH:0:70:90:100:110:130:200]
[APP_MOD_NOUN:tail:SINGULAR]
[APP_MOD_IMPORTANCE:1000]
[BP_APPEARANCE_MODIFIER:BROADNESS:0:70:90:100:110:130:200]
[APP_MOD_NOUN:tail:PLURAL]
[APP_MOD_IMPORTANCE:1000]

[SET_BP_GROUP:BY_CATEGORY:NECK]
[BP_APPEARANCE_MODIFIER:LENGTH:0:70:90:100:110:130:200]
[APP_MOD_NOUN:neck:SINGULAR]
[APP_MOD_IMPORTANCE:1000]

[SET_BP_GROUP:BY_CATEGORY:BODY_LOWER]
[BP_APPEARANCE_MODIFIER:LENGTH:100:120:140:150:160:180:200]
[APP_MOD_NOUN:body:SINGULAR]
[APP_MOD_IMPORTANCE:1000]

[SELECT_CASTE:ALL]
[TISSUE:DEITY_FLESH]
[TISSUE_NAME:deity flesh:deities flesh]
[TISSUE_MATERIAL:INORGANIC:DEITY_FLESH]
[MUSCULAR]
[FUNCTIONAL]
[STRUCTURAL]
[RELATIVE_THICKNESS:1]
[CONNECTS]
[STYLEABLE]
[TISSUE_SHAPE:LAYER]
[TISSUE_LAYER:BY_CATEGORY:ALL:DEITY_FLESH]

[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:( A )Dust metallic flesh burst]
[CDI:USAGE_HINT:ATTACK]
[CDI:MATERIAL:INORGANIC:DEITY_FLESH:UNDIRECTED_DUST]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:50]
[CDI:WAIT_PERIOD:0]
[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:( A )Boiling metallic flesh burst]
[CDI:USAGE_HINT:ATTACK]
[CDI:MATERIAL:INORGANIC:DEITY_FLESH:UNDIRECTED_VAPOR]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:50]
[CDI:WAIT_PERIOD:0]
[CAN_DO_INTERACTION:DEITY_VAMPIRE_CURSE]
[CDI:ADV_NAME:( N )Curse creature to become vampire]
[CDI:TARGET:SELF_ALLOWED]
[CDI:TARGET_RANGE:A:15]
[CDI:WAIT_PERIOD:1]
[CAN_DO_INTERACTION:DEITY_RISE_UNDEAD_AGRESSIVE_APOCALYPSE]
[CDI:ADV_NAME:( N )Apocalyptical rise of dead]
[CDI:USAGE_HINT:ATTACK]
[CDI:TARGET_RANGE:A:15]
[CDI:WAIT_PERIOD:1]
[CDI:VERB:gesture:gestures:NA]
[CDI:TARGET_VERB:shudder and begin to move:shudders and begins to move]
[CAN_DO_INTERACTION:DEITY_RISE_UNDEAD_AGRESSIVE]
[CDI:ADV_NAME:( N )Rise the life-opposed dead]
[CDI:TARGET_RANGE:A:15]
[CDI:WAIT_PERIOD:1]
[CDI:VERB:gesture:gestures:NA]
[CDI:TARGET_VERB:shudder and begin to move:shudders and begins to move]
[CAN_DO_INTERACTION:DEITY_RISE_UNDEAD_PASSIVE]
[CDI:ADV_NAME:( N )Rise the dead guards]
[CDI:TARGET_RANGE:A:15]
[CDI:WAIT_PERIOD:1]
[CDI:VERB:gesture:gestures:NA]
[CDI:TARGET_VERB:shudder and begin to move:shudders and begins to move]

make respective .txt files and try it. Make sure to start new world for interactions to pick up.
I will drop screenshots and FUNny stories I had with this tomorrow.

Try it out and tell me how could I make it more fun into this.
« Last Edit: June 02, 2017, 06:56:47 am by Waterline »
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Waterline

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So the best part, obviously was to watch the undead rising undead.
To test it I have came to a random dwarf fortress and raised 5 of these type.
In the entrance level there soon have been only walking dead. Then I flew down by stair case and spent some time in two main levels below surface. Almost everywhere I went I have seen dead bodies, occasional undead and sleeping survivors, but overall the fort population was slaughtered (the next day, though, the population restored to a degree, but dead ones came after them again).

I was staying outside for some time and seen a bunch of undead lurking around


Thee thing, however was that they didn't leave fortress region, and world-wide apocalypse didn't really happen.

I had approached some of them in wilderness.
These guys were not mine companions (they were not listed as such), and some of them attacked my character (apparently because [MEGABEAST] token in it).


This image shows how resistant these undead to death. While burning in the dragonfire, this particular corpse had been re-animated every instance by some other corpse.


And the most interesting part was when they all had came to a fort entrance. I then came from traveling mode to see them and was quite surprised to see that they are in a formation, probably even around their undead leader.


They immediately engaged dwarfs in the entrance and after some time they went after me and I decided to just burn them for good.
You may notice the blue text appearing that indicates some of the undead being risen.


After that I have decided to check history and I had indeed found many interesting instances, like this one:


So this all, in my opinion, justifies being a deity character. You trigger some stuff and you can see how it develops.
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Waterline

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Re: Playing god and studying self-rising undead behavior (contains FUN)
« Reply #2 on: June 02, 2017, 07:12:44 am »

So today I want to share with you my observations.

I have created a tiny world with a big human city, started up as adventurer (my humanoid deity), made one corpse inside a random house just near the castle and rised a SINGLE red undead. Then I have switched on me sequence that was sending "." key to skip turns and watched, taking screenshots every 2-6 minutes (the FPS has dropped down at the point when the undead horde gained about 30 units, apparently pathfinding algorithm did that).
I have kept this running for 1.5 hours. In the beginning the things turned out rapidly: the undead attacked a citizen who lived with it in the same house, then 2 or 3 of them went straight into castle and cleared whole entrance level producing a bunch of walking dead (some of them went to the underground levels of the castle and slaughtered everyone, then they just stayed underground). This bunch of undead then spread across the streets rather uniformly, some of them even managed to make it down to the market area (bottom left sector), but were put down but merchants.
I have started to feel rather disappointed when I saw that most of the units stuck at the main street around the castle and in the houses without making any visual progress. But when I compiled the screenshots into an animation I actually saw that the "core" of the horde was moving organized (to a degree). You can see it on the sequence as a bunch of red tiles going south from castle and turn right on the main street maintaining some sort of a formation, while other individual units just scattered across the place and then idled after no more pray was there to be seen.

So what conclusions did I have from this?:

1). I shall try to play with the range at which corpses can animate another corpses. Apparently, increasing that will make things escalate more rapidly.
2). Seeing the sort of "formation" I could assume that the horde could probably have an hierarchy of some sort, which lead me to an idea of making a SINGLE necromancer unit (invulnerable as much as possible) and giving it the permission to raise dead, while reducing the pathfinding capabilities of its minions by making them docile by default (like ordinary companions that engage in a fight when the leader is attacked). It doesn't seem to be true.

You can see the spread of the undead by Ñ tile on the red background:


When I offloaded the site the undeads scattered around and I have managed to locate only 7 units near the western city wall. They engaged me.
« Last Edit: June 02, 2017, 07:47:11 am by Waterline »
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Grimlocke

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  • *kobold noises*
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Re: Playing god and studying self-rising undead behavior (contains FUN)
« Reply #3 on: June 02, 2017, 02:14:11 pm »

Hehe, good bit of science!

There are simpler ways to make the creature though, since you can just define the material in the creature itself and if you only want one tissue applied anywhere won't need the body detail plan either. Probably doesn't affect functionality, but might save you a bit of time later. Also not sure what this is: [BODY_DETAIL_PLAN:DEITY_TISSUES:DEITY_FLESH:DEITY_FLESH:DEITY_FLESH:DEITY_FLESH:DEITY_FLESH]

If you want to keep the zombies from attacking you deity, just add NOT_LIVING to it.
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I make Grimlocke's History & Realism Mods. Its got poleaxes, sturdy joints and bloomeries. Now compatible with DF Revised!

Waterline

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Re: Playing god and studying self-rising undead behavior (contains FUN)
« Reply #4 on: June 02, 2017, 03:01:25 pm »

There are simpler ways to make the creature though, since you can just define the material in the creature itself and if you only want one tissue applied anywhere won't need the body detail plan either. Probably doesn't affect functionality, but might save you a bit of time later. Also not sure what this is: [BODY_DETAIL_PLAN:DEITY_TISSUES:DEITY_FLESH:DEITY_FLESH:DEITY_FLESH:DEITY_FLESH:DEITY_FLESH]

If you want to keep the zombies from attacking you deity, just add NOT_LIVING to it.

I just found out that I could just copy-paste human and set GENERAL_MATERIAL_FORCE_MULTIPLIER to something like 1:100 and make stuff glance off the skin (at least it worked on my zombies, when one unit was fighting ~15 men without getting scratched). Though custom material with overly high density hits harder.

[BODY_DETAIL_PLAN:DEITY_TISSUES:DEITY_FLESH:DEITY_FLESH:DEITY_FLESH:DEITY_FLESH:DEITY_FLESH]
This was needed since bodyparts were telling me they expect more tissues than one or two (according to errorlog, it was said "Tissue not found, using first one") so I just made all possible BPs use the same tissue without spamming the errorlog.

Also the [NOT_LIVING] is set. Apparently their behavior might have something to do with [LIKES_FIGHTING] or [CRAZED] if I used that one...

At any rate - it is complicated. Self-rised zombies either docile or hostile and self-acting. Couldn't make them follow their undead necromancer.

Also I wanted all the body-plan stuff there for the sake of having appearance modifiers, like.. To get fancy descriptions and so on.
« Last Edit: June 02, 2017, 03:04:01 pm by Waterline »
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Lordsservent-san

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Re: Playing god and studying self-rising undead behavior (contains FUN)
« Reply #5 on: June 13, 2017, 03:04:12 pm »

There are simpler ways to make the creature though, since you can just define the material in the creature itself and if you only want one tissue applied anywhere won't need the body detail plan either. Probably doesn't affect functionality, but might save you a bit of time later. Also not sure what this is: [BODY_DETAIL_PLAN:DEITY_TISSUES:DEITY_FLESH:DEITY_FLESH:DEITY_FLESH:DEITY_FLESH:DEITY_FLESH]

If you want to keep the zombies from attacking you deity, just add NOT_LIVING to it.

I just found out that I could just copy-paste human and set GENERAL_MATERIAL_FORCE_MULTIPLIER to something like 1:100 and make stuff glance off the skin (at least it worked on my zombies, when one unit was fighting ~15 men without getting scratched). Though custom material with overly high density hits harder.

[BODY_DETAIL_PLAN:DEITY_TISSUES:DEITY_FLESH:DEITY_FLESH:DEITY_FLESH:DEITY_FLESH:DEITY_FLESH]
This was needed since bodyparts were telling me they expect more tissues than one or two (according to errorlog, it was said "Tissue not found, using first one") so I just made all possible BPs use the same tissue without spamming the errorlog.

Also the [NOT_LIVING] is set. Apparently their behavior might have something to do with [LIKES_FIGHTING] or [CRAZED] if I used that one...

At any rate - it is complicated. Self-rised zombies either docile or hostile and self-acting. Couldn't make them follow their undead necromancer.

Also I wanted all the body-plan stuff there for the sake of having appearance modifiers, like.. To get fancy descriptions and so on.
As far as I'm aware, CRAZED is probably what's causing the undead to attack you, as all creatures with the crazed tag will attack anything that isn't of their faction and Crazed.
« Last Edit: June 14, 2017, 06:07:00 pm by Lordsservent-san »
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FantasticDorf

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Re: Playing god and studying self-rising undead behavior (contains FUN)
« Reply #6 on: June 19, 2017, 06:29:40 am »

28 seasons later, that animated gif is really enjoyable to watch. Yeah, becoming a vampire would be the easiest solution to generally being invisible to the zombies but as rightly said, the crazed tag does have some caveats.

Maybe you could fly out of reach in your diety form.
« Last Edit: June 19, 2017, 06:34:05 am by FantasticDorf »
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Waterline

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Re: Playing god and studying self-rising undead behavior (contains FUN)
« Reply #7 on: September 06, 2017, 03:16:17 pm »

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Waterline

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Re: Playing god and studying self-rising undead behavior (contains FUN)
« Reply #8 on: September 08, 2017, 05:01:07 pm »

https://youtu.be/OIYlpFl5zk4 - Boiling sea, evaporating rivers, igniting everything with exotic body material, performing atrocities in human town and elf forest retreat (more undead plague).
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