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Author Topic: [MODDING] CREATURE & ENTITY QUESTIONS THREAD  (Read 694554 times)

Dirst

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1800 on: April 28, 2016, 07:03:15 pm »

While digging around in my old DF files, I found out that I was at some point attempting to mod in a body part called "soul".

Quote
[BODY:SOUL]
   [BP:SOUL:soul:STP][CONTYPE:UPPERBODY][INTERNAL][SMALL][CATEGORY:SOUL]
      [DEFAULT_RELSIZE:100]

It appears I have not made much progress with it, however looking at it makes me wonder a few things.

1. Would it be possible to make the removal of a "soul", a fatal action?
2. Would it also be possible to make "his soul is gone" if someone dies? (Would probably make an idea I have to be rendered invalid.)
2b. Would it be possible to turn someone with a missing soul, into a zombie?
(Or some other form of transformation.)
3. Is it possible to have a reaction require a very specific body part?

If any of these are indeed possible, how would I be able to make any of this possible?
An interaction can require a bodypart, but not a reaction.

You could make the soul into the UPPERBODY part, and make sure it is surrounded by an "upper body" part.  The UPPERBODY is the root to which all other bodyparts attach, and when a unit is dead it is listed as missing that part.

Edit: Ninja'd  >:(
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Ultimuh

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1801 on: April 28, 2016, 07:04:07 pm »

The main problem with it being a body part is the chance for it to be damaged, leading to a messagelog stating that the Dwarf punches the Human in the upper body, shattering the ribs and punching the ribs into the soul.

Imagine someone getting their soul punched out though. :p
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ZM5

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1802 on: April 28, 2016, 07:08:13 pm »

The main problem with it being a body part is the chance for it to be damaged, leading to a messagelog stating that the Dwarf punches the Human in the upper body, shattering the ribs and punching the ribs into the soul.
https://www.youtube.com/watch?v=a50XCuyfpGI

Calidovi

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1803 on: April 28, 2016, 08:48:46 pm »

The main problem with it being a body part is the chance for it to be damaged, leading to a messagelog stating that the Dwarf punches the Human in the upper body, shattering the ribs and punching the ribs into the soul.

Imagine someone getting their soul punched out though. :p

Does this mod come with a SoundSense pack that includes full albums of Evanescence?
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Jiharo

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1804 on: May 18, 2016, 06:54:59 am »

Is it possible to apply variation to the creature that is already a variation of another one?
I was trying to add animal person versions to giant animals like this but it causes crashes on reading raws.
Spoiler (click to show/hide)

Copying from animal man and just changing size seems to work:
Spoiler (click to show/hide)
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Putnam

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1805 on: May 18, 2016, 03:48:53 pm »

Yes.

Repseki

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1806 on: May 20, 2016, 06:56:13 am »

If I wanted to have a creature made out of fire be vulnerable to water (an example being a "magic" interaction that fires a glob of water), I will need to add in an appropriate MATERIAL_FORCE_MULTIPLIER tag just like with any other material, correct?
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granak1031

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1807 on: May 20, 2016, 11:40:57 am »

PTW.
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pikachu17

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1808 on: May 20, 2016, 01:26:10 pm »

what causes cavern civs to have poisoned blowdarts?
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scamtank

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1809 on: May 20, 2016, 03:13:02 pm »

what causes cavern civs to have poisoned blowdarts?

It's all part of the same massive, opaque LAYER_LINKED system that makes cavern civs behave like they do.
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jecowa

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1810 on: May 20, 2016, 06:31:31 pm »

What's the point of a graphics pack (e.g. Ironhand, Phoebus, GemSet) modifying an object file to change the Creature_Tile, AltTile, and/or Color of a creature when that graphics pack has already set a custom Creature_Graphic for that creature? To me it seems like unnecessary edits to the objects files, but most of the major graphics sets seem to do this, so there must be a good reason to, right?
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Dirst

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1811 on: May 20, 2016, 08:41:13 pm »

What's the point of a graphics pack (e.g. Ironhand, Phoebus, GemSet) modifying an object file to change the Creature_Tile, AltTile, and/or Color of a creature when that graphics pack has already set a custom Creature_Graphic for that creature? To me it seems like unnecessary edits to the objects files, but most of the major graphics sets seem to do this, so there must be a good reason to, right?
I don't know the specifics for the first two, but GemSet does it so that corpses (which are based on the tile character, not the graphic) look reasonable.  So, all creatures with vaguely similar body shapes will have the same tile.
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jecowa

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1812 on: May 21, 2016, 12:53:19 am »

Thanks for the explanation. I imagine the other graphics set are doing this for the same reason. I was hoping these edits to the objects files could be avoided, but it looks like there is no way to use a graphics tilesheet to store tiles for dead creatures.

It seems like a waste to have to use spots on the main tileset for dead critters, but I guess we're intended to use TTF or TWBT to help deal with that.
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vexxice

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1813 on: June 01, 2016, 02:44:00 pm »

Is there a way to increase the amount of civilized animal people? I ask because I want them to join my fortress via the tavern. I almost never see them.
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scamtank

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1814 on: June 01, 2016, 06:07:47 pm »

You could take their creature variation recipe in c_variation_default.txt and knock off the [CV_NEW_TAG:CHANGE_FREQUENCY_PERC:10] tag. Or even change it to [CV_NEW_TAG:FREQUENCY:100] if you want to double down.
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