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Author Topic: [MODDING] CREATURE & ENTITY QUESTIONS THREAD  (Read 695854 times)

IndigoFenix

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1485 on: January 09, 2016, 01:05:48 pm »

Is there a way to make perpetually burning creatures, but yet in a way that the burning doesn't harm them... much ?

I tried to make elephants that way. Putting homeotherm to high values doesn't seem to work, along with no heat damage with all tissues.

Try this:
Make sure they have hair.
Set all body materials to be immune to heat (no IGNITE_POINT, MELTING_POINT, BOILING_POINT, or HEATDAM_POINT).
Then give the hair an IGNITE_POINT, and make its MAT_FIXED_TEMP above that point.
Their hair should spontaneously burst into flames, but their vascular and vital parts should remain unharmed.  I think.  I did this once in an earlier version to make flaming bats, but I don't know if it will still work.
Note that the creature will behave as though it is on fire.  It may refuse to move as flaming creatures tend to do.

If you don't want them to be actually on fire, just to damage nearby creatures with their heat, that's much easier.  Remove susceptibility to heat as above, and give them a FIXED_TEMP (or HOMEOTHERM) of a high number.

Cheesoburgor

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1486 on: January 10, 2016, 08:37:55 am »

Is it possible to have a creature that has a blood that causes things to animate necromancer style?
If yes, could i have an example of this? ive been trying to do it myself but cant figure out how to link an interaction to blood.
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Dirst

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1487 on: January 10, 2016, 08:28:51 pm »

Is it possible to have a creature that has a blood that causes things to animate necromancer style?
If yes, could i have an example of this? ive been trying to do it myself but cant figure out how to link an interaction to blood.
You can put a syndrome in the blood, but not an interaction.  Could make, for example, a contact syndrome that transforms people into zombie-like creatures.
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Rumrusher

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1488 on: January 11, 2016, 03:59:48 am »

slowly getting mad at this zombie interaction not giving me Talking zombies. what do I need to do to get myself some intelligent reanimated?
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Dirst

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1489 on: January 11, 2016, 06:19:17 am »

slowly getting mad at this zombie interaction not giving me Talking zombies. what do I need to do to get myself some intelligent reanimated?
Just add a sound so that the zombie utters "Braaaaaaaaaaaaains..." once in a while? :)
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Cheesoburgor

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1490 on: January 11, 2016, 08:59:47 am »

You can put a syndrome in the blood, but not an interaction.  Could make, for example, a contact syndrome that transforms people into zombie-like creatures.
Dont vampires have blood that causes interaction when ingested though? So it should be possible to make blood that has the reanimation effects similar to what necromancers can do to corpses.
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Dirst

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1491 on: January 11, 2016, 09:04:25 am »

You can put a syndrome in the blood, but not an interaction.  Could make, for example, a contact syndrome that transforms people into zombie-like creatures.
Dont vampires have blood that causes interaction when ingested though? So it should be possible to make blood that has the reanimation effects similar to what necromancers can do to corpses.
That's a good starting point, though you will probably want to make it a CONTACT syndrome rather than INGESTED.  I always add INHALED to any CONTACT syndrome for completeness.  Just be aware that it will convert living creatures splashed with the blood, not corpses.

And make sure you have marksdwarves in your fort.
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Cheesoburgor

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1492 on: January 11, 2016, 09:38:31 am »

You can put a syndrome in the blood, but not an interaction.  Could make, for example, a contact syndrome that transforms people into zombie-like creatures.
Dont vampires have blood that causes interaction when ingested though? So it should be possible to make blood that has the reanimation effects similar to what necromancers can do to corpses.
That's a good starting point, though you will probably want to make it a CONTACT syndrome rather than INGESTED.  I always add INHALED to any CONTACT syndrome for completeness.  Just be aware that it will convert living creatures splashed with the blood, not corpses.

And make sure you have marksdwarves in your fort.
The thing is though im not 100% sure about what the tags are to make blood give interactions on ingestion,contact etc as i stated in my first post.

Edit: i managed to find out on my own that
[CE_BODY_MAT_INTERACTION:MAT_TOKEN:BLOOD:START:0]
gives a the blood an ability to give interactions same way as one would give syndromes (inhale,contact,ingestion etc.) however as soon as i add in the actual interaction that it would give the game crashes when the creature with the blood gets loaded, anyone experienced know what to do?
« Last Edit: January 11, 2016, 10:28:18 am by Cheesoburgor »
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Dirst

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1493 on: January 11, 2016, 10:44:25 am »

You can put a syndrome in the blood, but not an interaction.  Could make, for example, a contact syndrome that transforms people into zombie-like creatures.
Dont vampires have blood that causes interaction when ingested though? So it should be possible to make blood that has the reanimation effects similar to what necromancers can do to corpses.
That's a good starting point, though you will probably want to make it a CONTACT syndrome rather than INGESTED.  I always add INHALED to any CONTACT syndrome for completeness.  Just be aware that it will convert living creatures splashed with the blood, not corpses.

And make sure you have marksdwarves in your fort.
The thing is though im not 100% sure about what the tags are to make blood give interactions on ingestion,contact etc as i stated in my first post.

Edit: i managed to find out on my own that
[CE_BODY_MAT_INTERACTION:MAT_TOKEN:BLOOD:START:0]
gives a the blood an ability to give interactions same way as one would give syndromes (inhale,contact,ingestion etc.) however as soon as i add in the actual interaction that it would give the game crashes when the creature with the blood gets loaded, anyone experienced know what to do?
Completely missed that tag, but it still needs to be wrapped inside a syndrome.  You would need to define the interaction elsewhere (which you probably did already) then do something like

[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
    [SYNDROME]
    [SYN_NAME:zombification]
    [SYN_AFFECTED_CLASS:GENERAL_POISON]
    [CE_BODY_MAT_INTERACTION:MAT_TOKEN:BLOOD:START:0]
        [CE:INTERACTION:ZOMBIFY]
        [CE:SYNDROME_TAG:SYN_CONTACT]
        [CE:SYNDROME_TAG:SYN_INHALED]


Unless you are trying to do something that can only be done via interaction, it's easier to just inflict your effects with the syndrome.
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Cheesoburgor

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1494 on: January 11, 2016, 10:51:15 am »

You can put a syndrome in the blood, but not an interaction.  Could make, for example, a contact syndrome that transforms people into zombie-like creatures.
Dont vampires have blood that causes interaction when ingested though? So it should be possible to make blood that has the reanimation effects similar to what necromancers can do to corpses.
That's a good starting point, though you will probably want to make it a CONTACT syndrome rather than INGESTED.  I always add INHALED to any CONTACT syndrome for completeness.  Just be aware that it will convert living creatures splashed with the blood, not corpses.

And make sure you have marksdwarves in your fort.
The thing is though im not 100% sure about what the tags are to make blood give interactions on ingestion,contact etc as i stated in my first post.

Edit: i managed to find out on my own that
[CE_BODY_MAT_INTERACTION:MAT_TOKEN:BLOOD:START:0]
gives a the blood an ability to give interactions same way as one would give syndromes (inhale,contact,ingestion etc.) however as soon as i add in the actual interaction that it would give the game crashes when the creature with the blood gets loaded, anyone experienced know what to do?
Completely missed that tag, but it still needs to be wrapped inside a syndrome.  You would need to define the interaction elsewhere (which you probably did already) then do something like

[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
    [SYNDROME]
    [SYN_NAME:zombification]
    [SYN_AFFECTED_CLASS:GENERAL_POISON]
    [CE_BODY_MAT_INTERACTION:MAT_TOKEN:BLOOD:START:0]
        [CE:INTERACTION:ZOMBIFY]
        [CE:SYNDROME_TAG:SYN_CONTACT]
        [CE:SYNDROME_TAG:SYN_INHALED]


Unless you are trying to do something that can only be done via interaction, it's easier to just inflict your effects with the syndrome.

I actually found that out by myself and were about to post here but turns out you already did it :P
So far it works with vampirism perfectly, now i just gotta see if i can make bodyparts that get spattered with the blood reanimate, will edit this post for results soon!

Edit:It seems i cant get the corpses to raise, but the syndrome works fine and i already know it will transfer interactions so the problem is probably with the interaction that i just copied from vanilla necromancers
Edit2:It turns out that the blood no longer transfers interactions after i started using your code and i deleted mine as it seemed messy and now ive forgotten how to make it work :'(
« Last Edit: January 11, 2016, 11:47:51 am by Cheesoburgor »
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FriarVicaris

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1495 on: January 11, 2016, 02:24:34 pm »

Any idea if the tag [VERMIN_HATEABLE] makes creatures vulnerable to cats and other hunters?

I'd like to give elves the tag so some dwarves would detest them, but I have no idea if this results in cats instakilling them on sight.
« Last Edit: January 11, 2016, 02:28:33 pm by FriarVicaris »
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BlackFlyme

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1496 on: January 11, 2016, 02:50:21 pm »

They aren't actually made vermin by that tag, it just means that they can be detested. So they should not be hunted by cats.

I don't believe it can actually cause bad thoughts if the tag is added to a non-vermin, though.

At least, in version 34 I remember someone mentioning that adding that tag to elves didn't give dwarves who supposedly hated elves bad thoughts during trading time.
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Jerry The Hellbound

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1497 on: January 12, 2016, 01:58:58 pm »

I seem to be having this problem with my mod. Also how do I upload files?
Code: [Select]
*** Error(s) finalizing the creature BIRD_SOLARI
undefined local creature material set to default: BIRD_SOLARI INORGANIC
undefined local creature material set to default: BIRD_SOLARI INORGANIC
undefined local creature material set to default: BIRD_SOLARI GOLD
undefined local creature material set to default: BIRD_SOLARI INORGANIC
undefined local creature material set to default: BIRD_SOLARI INORGANIC
that i cant figure out, gold does exist, along with all those inorganics?
help please. thanks.
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« Last Edit: January 12, 2016, 07:38:01 pm by Jerry The Hellbound »
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BlackFlyme

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1498 on: January 12, 2016, 02:14:25 pm »

Just copy and paste the raws from the text file. It would help to put them between the code function, like this:
Code: [Select]
Code goes here.
The code function is the button that looks like this:


It looks like you tried to define inorganics as a local material, even though inorganics are not valid options for local materials.
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Cheesoburgor

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1499 on: January 12, 2016, 02:53:05 pm »

I took the liberty to post the raws as im pretty sure jerry is referring his mod that he has on his signature. although im not sure if he has updated them after posting them there.
Code: [Select]
[CREATURE:BIRD_SOLARI]
[DESCRIPTION:A bird of prey so large and ferocious it dwarfs many dragons.  All beneath its mighty wings should fear the Sky, Moon and Sun.]
[NAME:solari:solares:solarie]
[CASTE_NAME:solari:solares:solarie]
[GENERAL_CHILD_NAME:solari hatchling:solarie hatchlings]
[CREATURE_TILE:'R'][COLOR:7:0:2]
[PETVALUE:50]
[PET_EXOTIC]
[TRAINABLE]
[MOUNT_EXOTIC]
[OUTSIDER_CONTROLLABLE]
[COMMON_DOMESTIC][TRAINABLE][PET]
[PREFSTRING:loyalty]
[BIOME:MOUNTAIN]
[FREQUENCY:5]
[FANCIFUL]
[EQUIPS]
[INTELLIGENT]
[TRANCES]
[BENIGN]
[CANOPENDOORS]
[LOCKPICKER]
[EXTRAVISION]

[PARALYZEIMMUNE]
[LOW_LIGHT_VISION:12000]

[POWER]
[NO_PHYS_ATT_RUST]
[NO_FEVERS]
[NO_DIZZINESS]
[NOEXERT]
[NONAUSEA]
[NOPAIN]
[NOSTUN]
[LOCAL_POPS_CONTROLLABLE]
[LOCAL_POPS_PRODUCE_HEROES]
[MAGMA_VISION]
[AMPHIBIOUS]

[SPHERE:SKY]
[SPHERE:WIND]
[SPHERE:HUNTING]
[CURIOUSBEAST_ITEM]
[CURIOUSBEAST_EATER]
[NATURAL]
[AT_PEACE_WITH_WILDLIFE]
[LARGE_PREDATOR]
[FLIER]
[CHILD:1]
[ALL_ACTIVE]
[HOMEOTHERM:10067]
[LAIR:WILDERNESS_LOCATION:100]
[HABIT_NUM:TEST_ALL]
[HABIT:GIANT_NEST:100]
[NATURAL_SKILL:BITE:15]
[NATURAL_SKILL:STANCE_STRIKE:15]
[NATURAL_SKILL:MELEE_COMBAT:15]
[NATURAL_SKILL:DODGING:15]
[NATURAL_SKILL:SITUATIONAL_AWARENESS:15]
[NATURAL_SKILL:DODGING:15]
[NATURAL_SKILL:SWORD:15]
[NATURAL_SKILL:SHIELD:15]
[NATURAL_SKILL:ARMOR:15]
[NATURAL_SKILL:SNEAK:15]
[NATURAL_SKILL:WRESTLING:15]
[NATURAL_SKILL:CLIMBING:15]
[NATURAL_SKILL:SWIMMING:15]
[NATURAL_SKILL:BITE:15]
[NATURAL_SKILL:GRASP_STRIKE:15]
[NATURAL_SKILL:MISC_WEAPON:15]
[NATURAL_SKILL:SHIELD:15]
[NATURAL_SKILL:THROW:15]
[NATURAL_SKILL:WHIP:15]
[NATURAL_SKILL:CONCENTRATION:15]
[NATURAL_SKILL:MAGIC_NATURE:15]
[NATURAL_SKILL:APPRAISAL:15]
[NATURAL_SKILL:LOGIC:15]
[NATURAL_SKILL:SING:15]
[NATURAL_SKILL:PLAY_WIND_INSTRUMENT:15]
[NATURAL_SKILL:LOGIC:15]
[NATURAL_SKILL:BUTCHER:15]
[NATURAL_SKILL:TANNER:15]
[NATURAL_SKILL:LEATHERWORK:15]
[NATURAL_SKILL:BONECARVE:15]
[NATURAL_SKILL:ARMOR:15]
[NATURAL_SKILL:DAGGER:15]
[NATURAL_SKILL:WRITING:15]
[NATURAL_SKILL:PROCESSPLANTS:15]
[NATURAL_SKILL:KNAPPING:15]
[NATURAL_SKILL:COOK:15]
[NATURAL_SKILL:CROSSBOW:15]
[NATURAL_SKILL:KNOWLEDGE_ACQUISITION:15]
[NATURAL_SKILL:CRUTCH_WALK:15]
[NATURAL_SKILL:ALCHEMY:15]
[NATURAL_SKILL:CLIMBING:15]
[NATURAL_SKILL:SET_BONE:15]
[NATURAL_SKILL:SURGERY:15]
[NATURAL_SKILL:SUTURE:15]
[NATURAL_SKILL:DRESS_WOUNDS:15]
[NATURAL_SKILL:DIAGNOSE:15]
[NATURAL_SKILL:COMEDY:15]
[NATURAL_SKILL:CONSOLE:15]
[NATURAL_SKILL:FLATTERY:15]
[NATURAL_SKILL:INTIMIDATION:15]
[NATURAL_SKILL:JUDGING_INTENT:15]
[NATURAL_SKILL:LYING:15]
[NATURAL_SKILL:NEGOTIATION:15]
[NATURAL_SKILL:PERSUASION:15]
[NATURAL_SKILL:TEACHING:15]
[NATURAL_SKILL:DANCE:15]
[NATURAL_SKILL:MAKE_MUSIC:15]
[NATURAL_SKILL:PLAY_KEYBOARD_INSTRUMENT:15]
[NATURAL_SKILL:PLAY_PERCUSSION_INSTRUMENT:15]
[NATURAL_SKILL:PLAY_STRINGED_INSTRUMENT:15]
[NATURAL_SKILL:PLAY_WIND_INSTRUMENT:15]

[NATURAL_SKILL:PACIFY:15]
[NATURAL_SKILL:PACIFY:15]
[NATURAL_SKILL:PACIFY:15]
[NATURAL_SKILL:PACIFY:15][NATURAL_SKILL:PACIFY:15]
[APPLY_CREATURE_VARIATION:STANDARD_FLYING_GAITS:900:528:352:176:1900:2900] 50 kph
[APPLY_CREATURE_VARIATION:STANDARD_WALKING_GAITS:3512:2634:1756:878:4900:6900] 10 kph
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:6561:6115:5683:1755:7456:8567] 5 kph
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:6561:6115:5683:1755:7456:8567] 5 kph
[SWIMS_INNATE]
[PREFSTRING:awe-inspiring size]
[PREFSTRING:dedication to their young]

[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:Breathe fire]
[CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_CATEGORY:MOUTH]
[CDI:FLOW:DRAGONFIRE]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:15]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:10]

[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:Breathe TransPoison]
[CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_CATEGORY:MOUTH]
[CDI:MATERIAL:LOCAL_CREATURE_MAT:POISON:LIQUID_GLOB]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:15]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:0]

[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:Angelic Heal(solari transform!!)]
[CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_CATEGORY:MOUTH]
[CDI:MATERIAL:LOCAL_CREATURE_MAT:HEALING_TEARS:LIQUID_GLOB]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:15]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:0]


[FIREIMMUNE_SUPER]

[CAN_DO_INTERACTION:SOL_REGEN]
[CDI:ADV_NAME:Angelic Healing]
[CDI:TARGET:A:SELF_ONLY]
[CDI:USAGE_HINT:ATTACK]
[CDI:WAIT_PERIOD:1]


[BODY:HUMANOID_NECK:2WINGS:2EYES:2LUNGS:HEART:GUTS:ORGANS:GIZZARD:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:SKULL:4TOES:BEAK:TONGUE:FACIAL_FEATURES:TEETH:RIBCAGE]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[REMOVE_MATERIAL:HAIR]
[USE_MATERIAL_TEMPLATE:FEATHER:FEATHER_TEMPLATE]

[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[REMOVE_TISSUE:HAIR]
[USE_TISSUE_TEMPLATE:FEATHER:FEATHER_TEMPLATE]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[BODY_DETAIL_PLAN:BODY_FEATHER_TISSUE_LAYERS:FEATHER]
[USE_MATERIAL_TEMPLATE:TALON:NAIL_TEMPLATE]
[USE_TISSUE_TEMPLATE:TALON:TALON_TEMPLATE]
[SELECT_TISSUE:TALON]
[TISSUE_MATERIAL:INORGANIC:SILVER]
[TISSUE_LAYER:BY_CATEGORY:TOE:TALON:FRONT]
[SELECT_TISSUE:SKIN]
[TISSUE_MATERIAL:INORGANIC:DIAMOND_RED]
[SELECT_TISSUE:FAT]
[TISSUE_MATERIAL:INORGANIC:STEEL]
[SELECT_TISSUE:MUSCLE]
[TISSUE_MATERIAL:INORGANIC:RUBY]
[SELECT_TISSUE:BONE]
[TISSUE_MATERIAL:INORGANIC:ADAMANTINE]
[SELECT_TISSUE:CARTILAGE]
[TISSUE_MATERIAL:INORGANIC:SAPPHIRE]
[SELECT_TISSUE:FEATHER]
[TISSUE_MATERIAL:INORGANIC:GOLD]
[SELECT_TISSUE:FEATHER]
[TISSUE_MATERIAL:INORGANIC:GOLD]
[BODY_DETAIL_PLAN:EGG_MATERIALS]
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[PLUS_TISSUE_LAYER:STEEL:BY_CATEGORY:THROAT]

[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]

[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:INORGANIC:STEEL:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:INORGANIC:STEEL:200]
[HAS_NERVES]

[EXTRA_BUTCHER_OBJECT:BY_CATEGORY:GIZZARD]
[EBO_ITEM:SMALLGEM:NONE:ANY_HARD_STONE]
[EBO_SHAPE:GIZZARD_STONE]
[USE_MATERIAL_TEMPLATE:BLOOD:GOLDEN_ICHOR_TEMPLATE]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]

[CREATURE_CLASS:GENERAL_POISON:SYN_IMMUNE_CREATURE]

[USE_MATERIAL_TEMPLATE:SWEAT:SWEAT_TEMPLATE]

[USE_MATERIAL_TEMPLATE:HEALING_TEARS:GOLDEN_HEALTH_TEAR_TEMPLATE]

[USE_MATERIAL_TEMPLATE:POISON:GOLDEN_ICHOR_POISON_TEMPLATE]

[PHYS_ATT_RANGE:STRENGTH:700:1200:1400:1500:1600:1800:2500]             +++
[PHYS_ATT_RANGE:AGILITY:700:1200:1400:1500:1600:1800:2500]              +++
[PHYS_ATT_RANGE:TOUGHNESS:700:1200:1400:1500:1600:1800:2500]            +++
[MENT_ATT_RANGE:ANALYTICAL_ABILITY:700:1200:1400:1500:1600:1800:2500]   +++
[MENT_ATT_RANGE:FOCUS:700:1200:1400:1500:1600:1800:2500]                +++
[MENT_ATT_RANGE:CREATIVITY:700:1200:1400:1500:1600:1800:2500]           +++
[MENT_ATT_RANGE:PATIENCE:700:1200:1400:1500:1600:1800:2500]             +++
[MENT_ATT_RANGE:MEMORY:700:1200:1400:1500:1600:1800:2500]               +++
[MENT_ATT_RANGE:SPATIAL_SENSE:700:1200:1400:1500:1600:1800:2500]        +++

[BODY_SIZE:0:0:4000]
[BODY_SIZE:1:168:17500]
[BODY_SIZE:12:0:70000]
[BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:HEIGHT:75:95:98:100:102:105:125]
[APP_MOD_IMPORTANCE:500]
[BODY_APPEARANCE_MODIFIER:BROADNESS:75:95:98:100:102:105:125]
[APP_MOD_IMPORTANCE:500]

[SET_BP_GROUP:BY_CATEGORY:THROAT]
[BP_APPEARANCE_MODIFIER:DEEP_VOICE:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:RASPY_VOICE:0:70:90:100:110:130:200]

[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:punch:punches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:MAIN]
[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:kick:kicks]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PREPARE_AND_RECOVER:4:4]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:SECOND]
[ATTACK_FLAG_BAD_MULTIATTACK]
[ATTACK:BITE:BODYPART:BY_CATEGORY:BEAK]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_CANLATCH]
[SPECIALATTACK_SUCK_BLOOD:75:150]

[ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:STANCE:BY_CATEGORY:ALL:TALON]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:snatch at:snatches at]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_PRIORITY:SECOND]
[ATTACK_FLAG_WITH]
[CASTE:FEMALE]
[FEMALE]
[USE_MATERIAL_TEMPLATE:MILK:MILK_TEMPLATE]
[STATE_NAME:ALL_SOLID:frozen solari's milk]
[STATE_ADJ:ALL_SOLID:frozen solari's milk]
[STATE_NAME:LIQUID:solari's milk]
[STATE_ADJ:LIQUID:solari's milk]
[STATE_NAME:GAS:boiling solari's milk]
[STATE_ADJ:GAS:boiling solari's milk]
[PREFIX:NONE]
[MILKABLE:LOCAL_CREATURE_MAT:MILK:20000]
[USE_MATERIAL_TEMPLATE:CHEESE:CREATURE_CHEESE_TEMPLATE]
[STATE_NAME:SOLID:solari cheese]
[STATE_ADJ:SOLID:solari cheese]
[STATE_NAME:SOLID_POWDER:solari cheese powder]
[STATE_ADJ:SOLID_POWDER:solari cheese powder]
[STATE_NAME:LIQUID:melted solari cheese]
[STATE_ADJ:LIQUID:melted solari cheese]
[STATE_NAME:GAS:boiling solari cheese]
[STATE_ADJ:GAS:boiling solari cheese]
[PREFIX:NONE]
[LAYS_EGGS]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:GOLD:SOLID]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGG_WHITE:LIQUID]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGG_YOLK:LIQUID]
[EGG_SIZE:201000]
[CLUTCH_SIZE:1:2]


[CASTE:MALE]
[MALE]
[SELECT_CASTE:ALL]
[SET_TL_GROUP:BY_CATEGORY:ALL:FEATHER]
[TL_COLOR_MODIFIER:WHITE:1]
[TLCM_NOUN:feathers:PLURAL]
[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]
[TL_COLOR_MODIFIER:BLACK:1]
[TLCM_NOUN:skin:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:BLACK:1]
[TLCM_NOUN:eyes:PLURAL]
[SELECT_MATERIAL:ALL]
[MULTIPLY_VALUE:15]
Logged
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