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Author Topic: [MODDING] CREATURE & ENTITY QUESTIONS THREAD  (Read 686045 times)

Nathail

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1335 on: April 10, 2015, 12:40:21 pm »

Tiny issue with a reaction I'm working on.

Code: [Select]
[REACTION:ALCHEMIZE]
[NAME:make megabeast booster]
[ADVENTURE_MODE_ENABLED]
[REAGENT:hydra heart:1:NONE:NONE:CREATURE_MAT:HYDRA:HEART]
[REAGENT:dragon heart:1:NONE:NONE:CREATURE_MAT:DRAGON:HEART]
[REAGENT:roc heart:1:NONE:NONE:CREATURE_MAT:ROC:HEART]
[PRODUCT:100:1:PLANT:NONE:PLANT_MAT:BALM_MEGA:STRUCTURAL]
[SKILL:ALCHEMY]

In theory, one bit of butchered heart from each creature will make the balm. Well, you do need a bit from each creature, and it will produce the balm (which I have based very loosely on the balms from DF Wanderer). Trouble is, the bit doesn't seem to need to be a heart. I'm not sure what's up with that, but it's a little odd to make a fragrant ointment out of a skull, a toenail, and a serving of prepared kidney.

EDIT: Meant to post this in the other thread, my bad.
« Last Edit: April 10, 2015, 01:23:23 pm by Nathail »
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BlackFlyme

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1336 on: April 10, 2015, 01:06:48 pm »

Strange. Though to note, Roc should be BIRD_ROC
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scamtank

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1337 on: April 10, 2015, 01:10:36 pm »

Try LOCAL_CREATURE_MAT instead.
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Putnam

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1338 on: April 10, 2015, 01:35:29 pm »

Try LOCAL_CREATURE_MAT instead.

No, that's wrong. That doesn't work at all unless it's already in a creature definition. CREATURE_MAT is what you want unless you're explicitly looking for the material of the creature that is currently being defined.

scamtank

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1339 on: April 10, 2015, 01:49:34 pm »

Shit, you're right. And to think I could've seen that from my own beekeeping raws! That's just embarrassing.

It looks perfectly alright to me too, then. Problems with adventure mode reactions specifically aren't a new occurrence, so it could just be a bug that's gone unnoticed. You could go around the issue by attaching a reaction class to the heart materials of all the relevant megabeasts:

Code: [Select]
[SELECT_MATERIAL:HEART]
[REACTION_CLASS:BOOSTER_BALM]

...and then making the reaction just ask for body components that have that reaction class.

e: or reaction classes, in your case.
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Nil Athelion

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1340 on: April 10, 2015, 04:42:31 pm »

So, uh, hey.  Is there any way to let creatures dig dirt but not dig rock?  Can I, say, make all stone undiggable, as per the [UNDIGGABLE] tag?

Or does that royally screw up other things?

--------------

Also, my civ is made of really small creatures (rabbits).  They have a size of 1750 cm^3.  Which items do I have to redesign for them?  Clothing?  Armor?  Weapons?  Or can they use things as is, with everything adjusting to their size?

(I mean, they won't wear goblinite, but if they melt down the metal, they could make mail or plate without needing to dig.)
« Last Edit: April 10, 2015, 05:17:08 pm by Nil Athelion »
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BlackFlyme

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1341 on: April 10, 2015, 05:26:41 pm »

The size of an article of clothing/armour depends on the size of the creator. It will adjust itself upon creation this way. This is how the game knows if a dwarf can wear a human's shirt or not, for example.

Weapons have static sizes, and minimum required sizes to both wield weapons one-handed, or to even be able to wield them at all.
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Nil Athelion

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1342 on: April 10, 2015, 05:44:31 pm »

Okay, so I need to make a set of rabbit-sized pikes and the like, but not clothing or armor.  Cool.

If a rabbit's size is 1750, and a dwarf or goblin is 60,000 (34 times the volume), what weapon would b e even vaguely effect?   I mean, I expect the rabbits to die in droves, but they still need to be able to do some damage.  I thought of pikes, but I don't know what else has a high ability to  do at least some damage.
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scamtank

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1343 on: April 10, 2015, 06:30:57 pm »

All weapon attacks have a "velocity multiplier" property that just modifies the amount of oomph without asking the laws of physics or common sense.
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Weirdoinacup

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1344 on: April 11, 2015, 02:45:47 pm »

OK... I'm making a mild announcement. I've created a race of cat men (my first) and I sorta wanted them to be a warlike people, but yet 'nice' at the same time. Anyway, here's the stuff for those who want to tear it apart.

Spoiler (click to show/hide)

So tell me what you think?
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Putnam

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1345 on: April 11, 2015, 03:12:15 pm »

Not violent enough and not friendly enough, but other than that looks fine.

Weirdoinacup

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1346 on: April 11, 2015, 05:10:57 pm »

Quote
Not violent enough and not friendly enough, but other than that looks fine.

Thanks. All I need right now is to make the graphics for the individual sprites and maybe tweak their culture a bit. Maybe not a violent people, but a merchant/craftsman race, I'm thinking of modeling them after the Katta from the Quest for Glory series.

EDIT: How would I make them friendlier or violent? Either/or, not necessarily both. I'm curious now.
« Last Edit: April 11, 2015, 05:30:47 pm by Weirdoinacup »
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BlackFlyme

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Dirst

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1348 on: April 11, 2015, 10:08:51 pm »

OK... I'm making a mild announcement. I've created a race of cat men (my first) and I sorta wanted them to be a warlike people, but yet 'nice' at the same time. Anyway, here's the stuff for those who want to tear it apart.

(snip)

So tell me what you think?
Overall, it looks good and will be better with the personality bits.  You have the standard spit interaction in there, but these are cat people.  The first interaction below makes them more violent; the second makes them more friendly.

Code: [Select]
[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:Hairball]
[CDI:USAGE_HINT:NEGATIVE_SOCIAL_RESPONSE]
[CDI:USAGE_HINT:TORMENT]
[CDI:BP_REQUIRED:BY_CATEGORY:MOUTH]
[CDI:MATERIAL:LOCAL_CREATURE_MAT:HAIR:LIQUID_GLOB] Might have to experiment a bit on the appropriate form
[CDI:VERB:hairball:hairballs:NA]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:15]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:30]
[CAN_DO_INTERACTION:CLEANING]
[CDI:ADV_NAME:Clean]
[CDI:USAGE_HINT:CLEAN_SELF]
[CDI:USAGE_HINT:CLEAN_FRIEND]
[CDI:BP_REQUIRED:BY_CATEGORY:TONGUE]
[CDI:VERB:lick:licks:lick each other]
[CDI:CAN_BE_MUTUAL]
[CDI:TARGET:A:SELF_ALLOWED:TOUCHABLE]
[CDI:TARGET_RANGE:A:1]
[CDI:MAX_TARGET_NUMBER:A:1]
[CDI:WAIT_PERIOD:10]
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Just got back, updating:
(0.42 & 0.43) The Earth Strikes Back! v2.15 - Pay attention...  It's a mine!  It's-a not yours!
(0.42 & 0.43) Appearance Tweaks v1.03 - Tease those hippies about their pointy ears.
(0.42 & 0.43) Accessibility Utility v1.04 - Console tools to navigate the map

Max™

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1349 on: April 12, 2015, 05:25:57 am »

Oh god, I've had hundreds of cats in my life and the idea of projectile hairballs is absolutely horrifying, well done!
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