Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Growing new body parts  (Read 833 times)

Xangi

  • Bay Watcher
  • ɛkzændʒiː
    • View Profile
Growing new body parts
« on: February 18, 2012, 01:55:16 am »

Ok, so I want to make a character grow wings. I think I's possible, but I'm not sure. would you use something like [CE_BPART_ADD:<wings>] or something? Also, if I do it in a syndrome, will the wings go away when it wears off, or so I have to add in another command to take them away?

Thanks in advance!
Logged
A spooky ghost.

Previous mod (34.11):
<<Fear The Night!>>
http://www.bay12forums.com/smf/index.php?topic=103747.0

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: Growing new body parts
« Reply #1 on: February 18, 2012, 01:58:30 am »

Make a caste that has a pop_ratio of 0, then make the interaction have a body transformation to that caste.

Di

  • Bay Watcher
    • View Profile
Re: Growing new body parts
« Reply #2 on: February 18, 2012, 01:59:07 am »

See deons witchcraft mod, it has exactly this spell.
Logged
Quote from: Creamcorn
Dwarf Fortress: Where you meet the limit of your imagination, moral compass, sanity and CPU processor.
http://www.bay12forums.com/smf/index.php?topic=103080.0 Fix sober vampires!
http://www.bay12forums.com/smf/index.php?topic=91442.0 Dwarven Cognitive Science

Xangi

  • Bay Watcher
  • ɛkzændʒiː
    • View Profile
Re: Growing new body parts
« Reply #3 on: February 18, 2012, 02:06:19 am »

Alright, cool, thanks. Also, is there a tag to make a creature unable to move? I want my vampires to be able to go into regenerative cocoons, but I don't want them moving around. Also, if someone could tell me the tile number for the coffin tile, I would be very grateful.
Logged
A spooky ghost.

Previous mod (34.11):
<<Fear The Night!>>
http://www.bay12forums.com/smf/index.php?topic=103747.0

Courtesy Arloban

  • Bay Watcher
  • This isn't a fortress... ...It's also not a map.
    • View Profile
Re: Growing new body parts
« Reply #4 on: February 18, 2012, 02:22:01 am »

I think the coffin tile is "0" which is 48.
Logged
Maybe that the dwarves never died and everyone is just shunning them.
"Wait, what are you doing?  I don't want to go in there!  No, I'm still alive, you can't do this to me!  Is Anybody listening?  Hello... Can someone let me out?  Help me!  Is anyone there?  I'm running out of air!"

Xangi

  • Bay Watcher
  • ɛkzændʒiː
    • View Profile
Re: Growing new body parts
« Reply #5 on: February 18, 2012, 02:26:57 am »

I think the coffin tile is "0" which is 48.

Thanks man. I'm having trouble with this whole "body creation" thing, so I wouldn't have had the patience to find that out on my own.

On that note, is this body in any way correct? Question to anyone who reads this.


[BODY:COCOON]
[BP:UB:outer shell:outer shells][UPPERBODY][LOWERBODY][CATEGORY:SHELL]
[BP:MB:Vampire][CONTYPE:UPPERBODY][INTERNAL][CIRCULATION][THOUGHT]

Just wondering, I want to have a fleshy outer shell layer, then a very sensitive inner part which can be destroyed easily by weapons.
Logged
A spooky ghost.

Previous mod (34.11):
<<Fear The Night!>>
http://www.bay12forums.com/smf/index.php?topic=103747.0