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Author Topic: Om nom nomming in combat  (Read 1210 times)

Disgruntled_Peasant

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Om nom nomming in combat
« on: April 02, 2010, 08:42:48 am »

Just got the new version and noticed a new skill :  Biting,   so i thought,  hey why not make an insane canibal character that bites his opponents to death!
His name is Munch Inguki 'Overbite'

Unfortunately, i cant figure out how the hell to bite,  same goes for kicking.

any help?
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Untouchable

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Re: Om nom nomming in combat
« Reply #1 on: April 02, 2010, 05:36:27 pm »

I think that might come into play when you inevitably lose your hands.

Lordinquisitor

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Re: Om nom nomming in combat
« Reply #2 on: April 02, 2010, 06:00:06 pm »

Wrestling a creature made of magma should do the trick, shoulnd`t it?
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Nirur Torir

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Re: Om nom nomming in combat
« Reply #3 on: April 03, 2010, 08:08:55 am »

The easiest way is with a bit of simple modding.

First, open the raws folder (DF main directory > raw > objects), and open the creature_standard text file.

The dwarf entry is first, but you'll have to scroll down a bit to find the dwarven attacks. Here they are:
Code: [Select]
[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:punch:punches]

This means that the attack will use as much of the available tissue as possible, rather than, say, thrusting with a spike.

[ATTACK_CONTACT_PERC:100]
[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_FLAG_WITH]
--- [ATTACK_PRIORITY:SECOND]

This causes all of the nails on the finger's of a given grasp to be used.

[ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:GRASP:BY_CATEGORY:FINGER:NAIL]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:scratch:scratches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
--- [ATTACK_PRIORITY:SECOND]

This causes all of the teeth on a given head to be used.

[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:SECOND]
[ATTACK_FLAG_CANLATCH]

I put --- in front of the relevant entries. As far as I know, creatures will always use their MAIN attacks if they can, and only use their SECOND attacks if no main attacks are possible. Just change [ATTACK_PRIORITY:SECOND] entries to [ATTACK_PRIORITY:MAIN]. Caps are important.

Now dwarves in newly genned worlds will have a chance of using each MAIN attack. Raws are now saved with worlds, so if you want adventurers to bite in an already genned world, you'll have to change their raws in the same way. (DF main folder > data > save > regionN > raw > objects)
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