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Author Topic: Entity:Evil  (Read 890 times)

katana

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Entity:Evil
« on: June 04, 2011, 09:55:20 am »

There's an entity called evil in the raws in entity_default. It says creature:goblin.
If I create a creature, say it's called trigg, what effect would [CREATURE:TRIGG] have if I put it on the next line?

Would the triggs appear along with the goblins in some random assortment during ambushes/sieges/child snatchings etc?
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IT 000

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Re: Entity:Evil
« Reply #1 on: June 04, 2011, 10:07:40 am »

I believe it would function like animal men. A dark fortress would contain either Triggs or Goblins.
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katana

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Re: Entity:Evil
« Reply #2 on: June 04, 2011, 10:10:54 am »

Thanks.

By the way, what happens to super cold materials? If say it's always at temperature 1000 and I put it next to some magma, what happens to the magma? Creatures seem to get frost-bitten. Also, if it's always at say temperature 0, what happens to walls made of it?
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AND IF THIS FAILS MY IDENTICAL TWIN BROTHER WHO WILL APPEAR IN THE MIGRANT WAVE THAT ARRIVES AFTER MY DEMISE WILL REPLACE ME.
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IT 000

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Re: Entity:Evil
« Reply #3 on: June 04, 2011, 10:17:08 am »

Quote
If say it's always at temperature 1000 and I put it next to some magma, what happens to the magma?

Nothing happens to the magma, however the object is magma safe (see Nethercaps)

Quote
Creatures seem to get frost-bitten.

They do not, frost-bite has never been in.

Quote
Also, if it's always at say temperature 0, what happens to walls made of it?

Constructed walls/floors etc are immune to temperature. So, nothing.
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katana

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Re: Entity:Evil
« Reply #4 on: June 04, 2011, 10:29:08 am »

Code: [Select]

[CREATURE:ICE_CREATURES]
[DESCRIPTION:A strange creature generally found in glaciers. They are unnaturally cold.]
[FIXED_TEMP:1000]
[SPEED:900]
[NAME:frost crawler:frost crawlers:frost crawler]
[CASTE_NAME:frost crawler:frost crawlers:frost crawler]
[CREATURE_TILE:'c'][COLOR:7:0:0]
[GLOWTILE:'"'][GLOWCOLOR:4:0:1]
[CAN_LEARN]
[NOPAIN][NOSTUN]
[INTELLIGENT][LIKES_FIGHTING]
[CANOPENDOORS]
[NO_DRINK][NO_EAT]
[PREFSTRING:coldness]
[BODY:HUMANOID:5EYES:NOSE:3LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:SKULL:10FINGERS:10TOES:MOUTH:TEETH:RIBCAGE]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[BODY_DETAIL_PLAN:HEAD_HAIR_TISSUE_LAYERS]
[USE_MATERIAL_TEMPLATE:NAIL:NAIL_TEMPLATE]
[USE_TISSUE_TEMPLATE:NAIL:NAIL_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:FINGER:NAIL:FRONT]
[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:FACIAL_HAIR_TISSUES]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]
[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]
[CREATURE_CLASS:GENERAL_POISON]
[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]
[PHYS_ATT_RANGE:STRENGTH:450:950:1150:1250:1550:2550:3250]               +
[PHYS_ATT_RANGE:ENDURANCE:700:1200:1400:1500:1600:1800:2500]             ++
[PHYS_ATT_RANGE:RECUPERATION:450:950:1150:1250:1350:1550:2250]           +
[PHYS_ATT_RANGE:DISEASE_RESISTANCE:450:950:1150:1250:1350:1550:2250]     +
[MENT_ATT_RANGE:WILLPOWER:700:1200:1400:1500:1600:1800:5000]             ++
[MENT_ATT_RANGE:CREATIVITY:0:400:600:750:800:900:1100]                   --
[MENT_ATT_RANGE:INTUITION:0:400:600:750:800:900:1100]                    --
[MENT_ATT_RANGE:MEMORY:5000:5000:5000:5000:5000:5000:5000]               max
[MENT_ATT_RANGE:EMPATHY:0:1:2:4:6:8:10]                       ---
[MENT_ATT_RANGE:SOCIAL_AWARENESS:700:1200:1400:1500:1600:1800:2500]      ++
[BODY_SIZE:0:0:9000]
[BODY_SIZE:1:0:50000]
[BODY_SIZE:2:0:60000][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:MAIN]
[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]
[BABY:1]
[CHILD:2]
[EQUIPS]

[HOMEOTHERM:10067]
[SWIMS_LEARNED][SWIM_SPEED:2500]
[CASTE:FEMALE]
[FEMALE]
[CASTE:MALE]
[MALE]

Bite something in the throat with it.
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AND IF THIS FAILS MY IDENTICAL TWIN BROTHER WHO WILL APPEAR IN THE MIGRANT WAVE THAT ARRIVES AFTER MY DEMISE WILL REPLACE ME.
(Tldr: THERE IS NO SUCH THING AS FRIENDLY FIRE SALT)

Barnox

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Re: Entity:Evil
« Reply #5 on: June 04, 2011, 10:55:02 am »

Having modded my dwarves to be 0 Urists, I can confirm that a frost bite message does appear in the description (like where it tells you that fat has been melted off, or where you can see something's hair colour).
This normally happens with me due to prolonged grappling.

However, I am unsure of what the actual effect of frostbite is.
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Quietust

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Re: Entity:Evil
« Reply #6 on: June 04, 2011, 11:43:14 am »

Quote
Creatures seem to get frost-bitten.

They do not, frost-bite has never been in.

WRONG - in 40d and earlier, extreme cold causes tissue damage (and is what was responsible for elves bringing wounded animals), and in 0.31.xx it is absolutely possible for a unit's Wounds screen to list "Minor frost-bite", "Moderate frost-bite", and even "Serious frost-bite" if tissue damage is caused by low temperatures (specifically, by being exposed to temperatures below the material's COLDDAM_POINT).

Bext time, actually test your theories before stating them as if they were fact.
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eddyg86

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Re: Entity:Evil
« Reply #7 on: June 05, 2011, 08:39:41 am »

i started a 'unique but simpler' mod that cut stones down to stone, iron, coal, flux, slate,  (not in those terms but it was cool, simpler) and sorta merged the dwarves and human and elves, and merged the goblins and orcs.

how this was done was with only a few entity lists, yet sharing creatures.

entity:goodtopsoil
elves
humans
dwarves

uses most good stuff, steel, iron, smarts, can get adamatium and use it. common aboveground stuff.

entity: dwarfneatral
same ol dorfs, plus modded to be more hardcore and underground

sucker elves: outside. worst than before cept using metal and occasionally poncy cities

evil:
dwarves
orcs
goblins
humans
elves

just added alot of stuff to the evil list so they use EVERYTHING and are more prone to unpreditability in their motives. the creatures can be used in more than one list. you can have the same human creature, yet a good and evil entity list for the same, splitting and using different civilisation configs.
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narhiril

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Re: Entity:Evil
« Reply #8 on: June 05, 2011, 10:40:13 am »

Thanks.

By the way, what happens to super cold materials? If say it's always at temperature 1000 and I put it next to some magma, what happens to the magma? Creatures seem to get frost-bitten. Also, if it's always at say temperature 0, what happens to walls made of it?

Magma is unaffected, but creatures will have tissue damage if put into contact with something colder than their tissues' COLDDAM_POINT (as well as some other things - wood comes to mind).  Water will freeze when it reached the necessary temperature.  I created an aquatic creature once with a very low fixed temperature, and it was freezing isolated blocks of water (and killing itself in the process) upon contact.  Needless to say, that creature needed a major reworking.