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Author Topic: [MODDING] CREATURE & ENTITY QUESTIONS THREAD  (Read 683836 times)

DeKaFu

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1860 on: June 18, 2016, 05:03:45 pm »

Try [...BY_CATEGORY:HORN:HORN] instead.

It worked! Thanks. The one combination I didn't think of. :P
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leafbarrett

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1861 on: June 18, 2016, 07:20:44 pm »

Using the joint modifications in the Modest Mod, I wanted to implement joints into the bodies of creatures, instead of just being an external part hanging off the main body part; that way, they should (if I understand it correctly) be counted in armor coverings - in the default, as far as I know, you can literally skip leg covering if you have high boots and a breastplate, because the upper legs are protected by one of those two and the waist is protected by the other.
Code: [Select]
--Example--
[BODY:HUMANOID_NECK]
[BP:UB:chest:STP][UPPERBODY][CATEGORY:BODY_UPPER]
[DEFAULT_RELSIZE:1000]
[BP:LB:waist:STP][CON:UB][LOWERBODY][CATEGORY:BODY_LOWER]
[DEFAULT_RELSIZE:1000]
[BP:NK:neck:STP][CON:UB][CATEGORY:NECK]
[DEFAULT_RELSIZE:150]
[BP:HD:head:STP][CON:NK][HEAD][CATEGORY:HEAD]
[DEFAULT_RELSIZE:300]
[BP:RUA:right upper arm:STP][CON:RUA_J][LIMB][RIGHT][CATEGORY:ARM_UPPER]
[DEFAULT_RELSIZE:200]
[BP:LUA:left upper arm:STP][CON:LUA_J][LIMB][LEFT][CATEGORY:ARM_UPPER]
[DEFAULT_RELSIZE:200]
[BP:RLA:right forearm:STP][CON:RLA_J][LIMB][RIGHT][CATEGORY:ARM_LOWER]
[DEFAULT_RELSIZE:200]
[BP:LLA:left forearm:STP][CON:LLA_J][LIMB][LEFT][CATEGORY:ARM_LOWER]
[DEFAULT_RELSIZE:200]
[BP:RH:right hand:STP][CON:RH_J][GRASP][RIGHT][CATEGORY:HAND]
[DEFAULT_RELSIZE:80]
[BP:LH:left hand:STP][CON:LH_J][GRASP][LEFT][CATEGORY:HAND]
[DEFAULT_RELSIZE:80]
[BP:RUL:right thigh:STP][CON:RUL_J][LIMB][RIGHT][CATEGORY:LEG_UPPER]
[DEFAULT_RELSIZE:500]
[BP:LUL:left thigh:STP][CON:LUL_J][LIMB][LEFT][CATEGORY:LEG_UPPER]
[DEFAULT_RELSIZE:500]
[BP:RLL:right calf:right calves][CON:RLL_J][LIMB][RIGHT][CATEGORY:LEG_LOWER]
[DEFAULT_RELSIZE:400]
[BP:LLL:left calf:left calves][CON:LLL_J][LIMB][LEFT][CATEGORY:LEG_LOWER]
[DEFAULT_RELSIZE:400]
[BP:RF:right foot:right feet][CON:RF_J][STANCE][RIGHT][CATEGORY:FOOT]
[DEFAULT_RELSIZE:120]
[BP:LF:left foot:left feet][CON:LF_J][STANCE][LEFT][CATEGORY:FOOT]
[DEFAULT_RELSIZE:120]
--Joints--
[BP:RUA_J:right shoulder:STP][CON:UB][JOINT][SMALL][INTERNAL][RIGHT][CATEGORY:JOINT]
[DEFAULT_RELSIZE:100]
[BP:LUA_J:left shoulder:STP][CON:UB][JOINT][SMALL][INTERNAL][LEFT][CATEGORY:JOINT]
[DEFAULT_RELSIZE:100]
[BP:RLA_J:right elbow:STP][CON:RUA][JOINT][SMALL][INTERNAL][RIGHT][CATEGORY:JOINT]
[DEFAULT_RELSIZE:20]
[BP:LLA_J:left elbow:STP][CON:LUA][JOINT][SMALL][INTERNAL][LEFT][CATEGORY:JOINT]
[DEFAULT_RELSIZE:20]
[BP:RH_J:right wrist:STP][CON:RLA][JOINT][SMALL][INTERNAL][RIGHT][CATEGORY:JOINT]
[DEFAULT_RELSIZE:20]
[BP:LH_J:left wrist:STP][CON:LLA][JOINT][SMALL][INTERNAL][LEFT][CATEGORY:JOINT]
[DEFAULT_RELSIZE:20]
[BP:RUL_J:right hip:STP][CON:LB][JOINT][SMALL][INTERNAL][RIGHT][CATEGORY:JOINT]
[DEFAULT_RELSIZE:50]
[BP:LUL_J:left hip:STP][CON:LB][JOINT][SMALL][INTERNAL][LEFT][CATEGORY:JOINT]
[DEFAULT_RELSIZE:50]
[BP:RLL_J:right knee:STP][CON:RUL][JOINT][SMALL][INTERNAL][RIGHT][CATEGORY:JOINT]
[DEFAULT_RELSIZE:20]
[BP:LLL_J:left knee:STP][CON:LUL][JOINT][SMALL][INTERNAL][LEFT][CATEGORY:JOINT]
[DEFAULT_RELSIZE:20]
[BP:RF_J:right ankle:STP][CON:RLL][JOINT][SMALL][INTERNAL][RIGHT][CATEGORY:JOINT]
[DEFAULT_RELSIZE:20]
[BP:LF_J:left ankle:STP][CON:LLL][JOINT][SMALL][INTERNAL][LEFT][CATEGORY:JOINT]
[DEFAULT_RELSIZE:20]

However, this completely breaks fingers, toes, and attacks.
Code: [Select]
MINK_MAN:Body Token Recognized But Could Not Connect: 4FINGERS
MINK_MAN:Body Token Recognized But Could Not Connect: 5TOES
MINK_MAN:Tissue layer not added because no BP found: BY_CATEGORY:FINGER:NAIL
MINK_MAN:Tissue layer not added because no BP found: BY_CATEGORY:TOE:NAIL
MINK_MAN:FEMALE:Attack PUNCH seems to have correct format but could not find proper BPs in any caste, so not added
MINK_MAN:MALE:Attack PUNCH seems to have correct format but could not find proper BPs in any caste, so not added
MINK_MAN:FEMALE:Attack KICK seems to have correct format but could not find proper BPs in any caste, so not added
MINK_MAN:MALE:Attack KICK seems to have correct format but could not find proper BPs in any caste, so not added
MINK_MAN:FEMALE:Attack SCRATCH seems to have correct format but could not find proper BPs in any caste, so not added
MINK_MAN:MALE:Attack SCRATCH seems to have correct format but could not find proper BPs in any caste, so not added
<repeat for every single creature with fingers or toes>
Why? What did I do wrong?


On an unrelated note, is it possible to make a male-only or female-only species reproduce?
« Last Edit: June 18, 2016, 08:48:39 pm by leafbarrett »
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Quote from: leafbarrett
Quote
They can do whatever the heck they want. That's why they are nobles, cause they CAN.
King Henry the IV or something had a lot of wives, most of whom he executed. Because he could.
A ton of them mass-murdered Jews and Muslims. CAUSE THEY COULD.
A roman emperor made his horse a noble, cause he could.
And I modded them all out of existence, because I could.
sig text

scamtank

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1862 on: June 18, 2016, 09:10:48 pm »

Hrmmmmm. MM's changes don't look like they have that connector-joint deal going on. Look at the original list of body parts, notice the order? Every single bodypart is connected to something that's already been defined above it. So when your right upper arm tries to find what it's stuck on, it can't see a single RUA_J category component on the incomplete body and it throws a fit.

That's my guess without any testing, anyway. Try placing the elbows after the upper arms and before the forelimbs, the wrists between the forearms and the hands and then see if fingers still throw up errors.
« Last Edit: June 18, 2016, 09:12:51 pm by scamtank »
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leafbarrett

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1863 on: June 18, 2016, 10:31:24 pm »

Hrmmmmm. MM's changes don't look like they have that connector-joint deal going on. Look at the original list of body parts, notice the order? Every single bodypart is connected to something that's already been defined above it. So when your right upper arm tries to find what it's stuck on, it can't see a single RUA_J category component on the incomplete body and it throws a fit.

That's my guess without any testing, anyway. Try placing the elbows after the upper arms and before the forelimbs, the wrists between the forearms and the hands and then see if fingers still throw up errors.
That did the trick, thanks!

Now my other question - can single-sex creatures reproduce? Do I need to do anything to enable it?
« Last Edit: June 19, 2016, 01:03:05 am by leafbarrett »
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Quote from: leafbarrett
Quote
They can do whatever the heck they want. That's why they are nobles, cause they CAN.
King Henry the IV or something had a lot of wives, most of whom he executed. Because he could.
A ton of them mass-murdered Jews and Muslims. CAUSE THEY COULD.
A roman emperor made his horse a noble, cause he could.
And I modded them all out of existence, because I could.
sig text

Eric Blank

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1864 on: June 19, 2016, 01:42:03 am »

I honestly can't think of any way to get creatures to reproduce asexually, as in proper asexual reproduction. The game is set up to allow sexual reproduction and that's all. Eggs that aren't fertilized by a male won't hatch etc.


You could give them an extremely rare male caste, and then females can transform into that male caste occasionally and fertilize females that didn't transform. How to decide which ones transform and when is the problem.
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leafbarrett

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1865 on: June 19, 2016, 03:07:20 am »

Then how do harpies work? They're a female-only creature...
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Quote from: leafbarrett
Quote
They can do whatever the heck they want. That's why they are nobles, cause they CAN.
King Henry the IV or something had a lot of wives, most of whom he executed. Because he could.
A ton of them mass-murdered Jews and Muslims. CAUSE THEY COULD.
A roman emperor made his horse a noble, cause he could.
And I modded them all out of existence, because I could.
sig text

IndigoFenix

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1866 on: June 19, 2016, 04:36:23 am »

Then how do harpies work? They're a female-only creature...

Wild animal populations are spawned regardless of their actual ability to reproduce.  A lot of subterranean monsters are sexless as well.

Legendary Marksdorf

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1867 on: June 20, 2016, 09:31:56 am »

Hello, I'm working on a mod that basically makes kobold a little more evolved and basically makes them the 5th main race. However, I have one problem. On the world map, the tiles for Dwarven and Kobold fortresses are the same (I made their main site type CAVE_DETAILED). How can I change the tiles on the world map ?

ZM5

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1868 on: June 20, 2016, 10:48:43 am »

Hello, I'm working on a mod that basically makes kobold a little more evolved and basically makes them the 5th main race. However, I have one problem. On the world map, the tiles for Dwarven and Kobold fortresses are the same (I made their main site type CAVE_DETAILED). How can I change the tiles on the world map ?
Can't, unfortunately.

Legendary Marksdorf

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1869 on: June 20, 2016, 11:50:28 am »

Quote
Can't, unfortunately.

Ah, that's unfortunate. Another question, what exactly does the [QUICKFLEE] tag does (it's in the creatures raw, on things like kobolds and goblins for example) ? Does it make the creature more likely to run from battle, or just make them run faster when they're fleeing ?
« Last Edit: June 20, 2016, 12:29:39 pm by Legendary Marksdorf »
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ZM5

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1870 on: June 20, 2016, 12:19:26 pm »

It makes them more likely to flee from battle - movement speed itself is under the tokens for gaits.

leafbarrett

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1871 on: June 20, 2016, 12:26:37 pm »

Ah, that's unfortunate. Another question, what exactly does the [QUICKFLEE] tag does (it's in the creatures raw, on things like kobolds and goblins for example) ? Does it make the creature more likely to run from battle, or just make them run faster when they're fleeing?
From the wiki: "Determines how soon a creature flees in a losing battle. Creatures with this tag will flee at the first sign of resistance."
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Quote from: leafbarrett
Quote
They can do whatever the heck they want. That's why they are nobles, cause they CAN.
King Henry the IV or something had a lot of wives, most of whom he executed. Because he could.
A ton of them mass-murdered Jews and Muslims. CAUSE THEY COULD.
A roman emperor made his horse a noble, cause he could.
And I modded them all out of existence, because I could.
sig text

Legendary Marksdorf

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1872 on: June 21, 2016, 01:30:14 pm »

Is there a define list of valid parameters for the ART_IMAGE_ELEMENT_MODIFIER token, or can you just take parameters from any word groups ?

scamtank

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1873 on: June 21, 2016, 04:26:11 pm »

Is there a define list of valid parameters for the ART_IMAGE_ELEMENT_MODIFIER token, or can you just take parameters from any word groups ?

Yeah!!! I guess not!!!
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Unusual_Customer

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1874 on: June 24, 2016, 09:13:54 am »

How to add steel starting gear for human in adventure mode?
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