Way cool, and a hell of a first post! I think I can use that for my caterpillar problem, although there is still the issue of keeping the caterpillar from being able to transform immediately after birth/spawn.
The code said
[CE_BODY_TRANSFORMATION:START:0:END:30]
[CE:CREATURE:DOG:MALE]
[CE_BODY_TRANSFORMATION:START:30:END:60]
[CE:CREATURE:CAT:MALE]
which seems to mean that you can delay the first transformation by editing its START:# value.
If that does not work, you could have two delayed transformations by actually having three transformations, with the creature originally born as an egg or something which immediately transforms into your first intended form.
:facepalm:
After I went and read the other thread, too. Yes, that should do nicely- ideally the transformation would be tied to skill or kill count or something, but I'll settle for time. Make the USAGE_HINT:ATTACK and it'll at least require the creature to have seen
some combat.
All in all, a good way to kludge a more elaborate life cycle than "small sized version -> adult sized version" Now to suck at editing its body parts...
EDIT: @RadHazard, Time is one "tick" of the game simulation- in fortress mode, there are 1200 time units in a day; in adventurer mode, there are 86400 time units in a day. So, optimized for fort mode, you can make a creature take a year to transform after using the interaction by setting START:403200. In adventure mode, that would be a bit more than four and a half days, to give you an idea of the time scale difference at work.