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Author Topic: Attacking a riped off part?  (Read 1283 times)

Girlinhat

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Attacking a riped off part?
« on: March 22, 2011, 11:01:37 am »

Bad title, probably, but what I want to do is allow something to be removed from a body, and make that area vulnerable.  Like, a creature with steel skin over soft flesh.  If you hack off the arm, you could aim an attack at the stub and stab the tender flesh within.  Or, some sort of large machine, allowing you to wrestle with an "Armor Plate" and rip it off, and then stab through the new opening.

I don't think this is possible, but can it be done by any creative means?

freeformschooler

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Re: Attacking a riped off part?
« Reply #1 on: March 22, 2011, 11:50:39 am »

I don't know but I would like to find this out too.
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Iados

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Re: Attacking a riped off part?
« Reply #2 on: March 22, 2011, 12:38:58 pm »

Bad title, probably, but what I want to do is allow something to be removed from a body, and make that area vulnerable.  Like, a creature with steel skin over soft flesh.

this part is easily doable. Just define a tissue, assign an hard material to it (like steel), then add it over your creature's skin (using [BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:YOUR_TISSUE_NAME])

Example
Code: [Select]
all of this goes in your creature definition
[TISSUE:STEEL_COVERING]
[TISSUE_NAME:steel covering:NP]
[TISSUE_MATERIAL:INORGANIC:STEEL]
[PAIN_RECEPTPORS:10]
[VASCULAR:10]
-other tissue information-
[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:STEEL_COVERING]
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arzzult

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Re: Attacking a riped off part?
« Reply #3 on: March 22, 2011, 12:43:57 pm »

The way I would try to do it would be make a new body part connected to what you want it to protect, make it out of a really tough material and then use a b_detail_plan to make it cover what you want it attached to by making it's BP_RELATION be AROUND what it's supposed to cover.
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Re: Attacking a riped off part?
« Reply #4 on: March 22, 2011, 03:33:10 pm »

Yeah, BP_RELATION can be used to make armor.  There was a good thread about BP_RELATION a while back, here's the link.
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Girlinhat

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Re: Attacking a riped off part?
« Reply #5 on: March 22, 2011, 03:52:14 pm »

Very interesting...  How would I do this to, say, add a collapsible armor husk for a creature's body?  Like, make it possible to smash open a dragon's chest and then stab its heart?

Grimlocke

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Re: Attacking a riped off part?
« Reply #6 on: March 22, 2011, 04:38:47 pm »

You can copy the skull bodypart relation raws, but I dont think that will do quite what you intended.

Perhaps if you make it an external bodypart it will behave differentely though.

I do you get some very odd reality bending results from making more than one bodypart surround a single bodypart. Like every single part being smashed through every other single parts, even when they are nowhere near eachother.
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Re: Attacking a riped off part?
« Reply #7 on: March 22, 2011, 04:57:01 pm »

Very interesting...  How would I do this to, say, add a collapsible armor husk for a creature's body?  Like, make it possible to smash open a dragon's chest and then stab its heart?
You could make an upper body, as it is now, and to the upper body attach a heart and a "region of scales over the heart" or some such, and have the heart be surrounded by the scales.

The difficulty is that the heart would always appear on the 'A' targeting menu, although if the armor was present attacks targeted at the heart would hit the armor instead.

I'm not sure if external body parts damage what they surround when they break.  I haven't observed it, so the phenomena may be limited to internal body parts.  But I also haven't looked carefully.
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Girlinhat

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Re: Attacking a riped off part?
« Reply #8 on: March 22, 2011, 05:48:54 pm »

I'm toying with some machine ideas, by having some mechanical forms with armor plating, which can be hacked off or wrestled off with enough effort, allowing you to hammer-smash their moving parts and shut them down.  This looks difficult at best, but adding a protective layer onto something is pretty cool anyways.  I'm sure there's plenty of other applications for it.

D_E

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Re: Attacking a riped off part?
« Reply #9 on: March 22, 2011, 08:32:02 pm »

Nah, if anything this works better for machines, since it at least makes SOME sense that you'd be able to see/hear what the armor is covering before it is destroyed.  In contrast to the dragon heart example, it's weird that you know automatically exactly what patch of scales to pry off to expose the dragon's heart.

Here's a quick sketch of a mechanical creature's body, note that it is pseudocode (ie, doesn't work):
Quote
[BP:chassis][SMALL][INTERNAL] --not visible on "v"iew list and can't be targeted or damaged  The chassis is necessary because the root body part can't be protected using BP_RELATION, it is set to be untargetable so that the computer doesn't waste time attacking it.  However, the creature must die before all its body parts are severed, or the game will crash.

[BP:top front mechanism housing][CON:chassis][JOINT][SOCKET] --joint should enable wrestling, socket should make it easier to knock free, and possibly even wrestle free.
[BP:Urist McTuring tape][CON:chassis][HEAD][THOUGHT] --die if damaged or severed

[BP:engine block housing][CON:chassis][JOINT][SOCKET]
[BP:engine block][CON:chassis][UPPERBODY] --die if severed, this plus tape prevents crash from making the chassis untargetable

[BP:right front mechanism housing][CON:chassis][JOINT][SOCKET]
[BP:right grasper claw mechanisms][CON:chassis][SOCKET]--do enough damage to these and the arm falls off

[BP:right front limb][CON:right grasper claw mechanisms][LIMB]
[BP:right grasper claw][CON:right front limb][GRASP]

etc.

The body plan would then specify that the housings were around their respective sets of mechanisms, using BP_RELATION.
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Girlinhat

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Re: Attacking a riped off part?
« Reply #10 on: March 22, 2011, 08:46:56 pm »

That's still one piece of armor per mechanism, not one large sheet of metal over the whole housing like I want.  Don't get me wrong, that's still pretty good, and I'll probably be using that anyways.

D_E

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Re: Attacking a riped off part?
« Reply #11 on: March 22, 2011, 09:01:12 pm »

There is also a setup that uses only one sheet of metal that I'm sure will work.  The only thing is that a creature wouldn't be able to decide what part of the mechanism to smash, the function that got damaged would be random.

That goes

[BP:chassis][small][internal]

[BP:mechanical housing][CON:chassis][JOINT][SOCKET]
[BP:mechanisms][CON:chassis][LOWERBODY]--die if severed

[BP:mechanisms that power the front limb][CON:mechanisms][INTERNAL][LIMB?]--may have to include limb here, the socket thing might turn out to cause a crash?  who knows.  If the creature isn't intelligent it won't try to wrestle using it's limbs, so...
[BP:Turing tape][CON:mechanisms][THOUGHT][INTERNAL]
etc

[BP:engine block][CON:chassis][UPPERBODY] --die if severed, this plus mechanisms prevents crash from making the chassis untargetable
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Illithid Empire mod DF 31.25 (update canceled)
Spotter's Guide to Illithids (Genesis mod-mod) genesis 3.19a4 (update canceled)

Girlinhat

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Re: Attacking a riped off part?
« Reply #12 on: March 22, 2011, 09:04:56 pm »

I seem to be having some trouble following the idea behind that last one.

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Re: Attacking a riped off part?
« Reply #13 on: March 22, 2011, 09:19:51 pm »

The various functional "mechanism" body parts are all set as being [INTERNAL] to a generalized "mechanism" body part, which is protected by an armor body part.  Internal organs are damaged at random when their parent body part is damaged enough. 

So, you have to tear or break off the housing, then you can start smashing the general "mechanism" body part.  Once it gets damaged enough you should start getting messages like "you bash the machine in the mechanisms with your war hammer, breaking the gears and fracturing the right arm's motor assembly"
(underlined bits indicate what parts will change based on the name of the creature/its tissues)

EDIT:  in other words, it works exactly like the guts/stomach/etc do in the default creature setup, with different names and with the "mechanical housing" bodypart acting as a layer of armor.

FURTHER EDIT:  and the arm thing works because if you damage FUNCTIONAL (or is it STRUCTURAL?) tissues in LIMB bodyparts it disables the function of LIMBs and GRASPs connected to that body part.  At least, I think it does?  You can't hold things with a broken arm, right?

EDIT NUMBER THREE:  You might also be able to just use my first example, only with a single "mechanism housing" bodypart that covers all the functional body parts.  I'm not sure if BP_RELATION can be used to say that a body part is around more than one other body part, I've never tested.  I just suggested the approaches that I'm reasonably sure will work first.
« Last Edit: March 22, 2011, 09:40:05 pm by D_E »
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Spotter's Guide to Illithids (Genesis mod-mod) genesis 3.19a4 (update canceled)

Girlinhat

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Re: Attacking a riped off part?
« Reply #14 on: March 23, 2011, 04:18:17 am »

Actually, it occurred to me this morning (how many of my good ideas happen while I sleep?) that you may be able to assign a single body part multiple BP_RELATION's.  For example...
BP:Upper Body
BP:Mechanism - Con:UB - Internal - Optionally small
BP:bits and bobs - con:ub - internal - optionally small
BP:Armor - con:ub - BP_RELATION:around:mechanism - BP_RELATION:around:bits and bobs

That is, some of these would be in the body and some in the body plan, but you get what I'm saying.  I'm not sure if this will throw errors on load, but it -should- allow for one piece of sheet metal defense covering the various internal bits, which can be destroyed and allow the squishy inner bits to be all exposed at once.  For added awesome, it can be given a [JOINT] "welding seams" so that you can wrestle it, and "Break the welding seams with your right hand" and rip the thing off by hand.