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Author Topic: [MODDING] CREATURE & ENTITY QUESTIONS THREAD  (Read 698307 times)

Eric Blank

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2220 on: November 04, 2016, 07:06:51 pm »

Technically its a syndrome effect, but there is a bp modifier effect that you can apply as part of an interaction. Vampires use it to give them longer teeth when feeding, you can find it in your examples folder (next to the objects folder)
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Jerry The Hellbound

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2221 on: November 06, 2016, 11:30:52 am »

Technically its a syndrome effect, but there is a bp modifier effect that you can apply as part of an interaction. Vampires use it to give them longer teeth when feeding, you can find it in your examples folder (next to the objects folder)
So would this be able to be used to say, add another tissue layer and such? Like an extra butcher object?
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Jerry.
This is also for my Custom Race: Solari! (Currently outdated)
http://www.bay12forums.com/smf/index.php?topic=155455.0
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Eric Blank

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2222 on: November 06, 2016, 11:59:13 am »

No. It can modify the appearance of a body part. To add another tissue layer or extra butcher object, you'd have to use a transformation into a different creature that has the traits you're looking for.
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Jerry The Hellbound

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2223 on: November 06, 2016, 12:06:42 pm »

No. It can modify the appearance of a body part. To add another tissue layer or extra butcher object, you'd have to use a transformation into a different creature that has the traits you're looking for.
Very well, i was thinking on making a syndrome that would make the sore victim collaborating subject to add another butcher extraction item  after their death contract expiration. anyway to actually do that?
« Last Edit: November 06, 2016, 01:07:03 pm by Jerry The Hellbound »
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This is also for my Custom Race: Solari! (Currently outdated)
http://www.bay12forums.com/smf/index.php?topic=155455.0
Also made that awesome avatar. took me hours with Gimp: (also the two light & dark sprites are from Stardew Valley)
http://i.imgur.com/8x7aX7T.png

Eric Blank

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2224 on: November 06, 2016, 02:18:02 pm »

With a transformation into another critter, which immediately dies. You can make its head dissolve or something by making the brain out of a material thats normally in a gaseous state at room temperature, that should kill it.

The transformation could either be done immediately upon being infected, timed to take place in the future, or as an interaction the creature gets access to from infection, that lets them transform when they're fleeing from something.
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PanDados

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2225 on: November 07, 2016, 04:23:53 pm »

Why isn't this example modded creature working? I can't seem to spawn it in the object testing arena... (Sorry for the wall of text, I don't know how to use spoilers)

modded_stuff

[CREATURE:HYDLING]
    [DESCRIPTION:A seven-headed small hairy thing, about the size of a dog. It is very loyal to its masters, and will promptly disembowel any enemy straying too close.]
    This is the description that shows up in-game when viewing the creature.

    [NAME:hydling:hydlings:hydlish] If there were a civ made of hydlings, it would appear as "hydlings" in the neighbors screen.

    [CASTE_NAME:hydling:hydlings:hydlish]

    [CREATURE_TILE:'='][COLOR:2:0:1] Will appear as a light green "=".

    [PETVALUE:78][NATURAL] Creature is known to be naturally occurring by the game. Will cost 40 embark points to buy.

    [LARGE_ROAMING] Will spawn outdoors, wandering around.

    [COMMON_DOMESTIC][TRAINABLE][PET] Can be bought on embark as a pet, war animal, or hunting animal.

    [BONECARN] Can eat meat and bones only--no vegetables.

    [PREFSTRING:loyalty] Dwarves will like it for its loyalty.

    [LARGE_PREDATOR] Will attack rather than flee.

    [BODY:BASIC_2PARTBODY:7HEADNECKS:BASIC_FRONTLEGS:BASIC_REARLEGS:TAIL:2EYES:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:SPINE:BRAIN:SKULL:3TOES_FQ_REG:3TOES_RQ_REG:MOUTH:TONGUE:GENERIC_TEETH_WITH_FANGS:RIBCAGE]

    Has a lower body, upper body, 4 legs, a tail, ten eyes, ten ears, five noses, two lungs, a heart, guts, a pancreas etc., and 5 heads with all that goes with those.

    [BODYGLOSS:PAW] Feet will be called "paws"

    [BODY_DETAIL_PLAN:STANDARD_MATERIALS] Declares the standard materials that most creatures' tissues are made of.

    [BODY_DETAIL_PLAN:STANDARD_TISSUES] This declares the tissues that the creature's tissue layers are made of.

    [BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE] And this describes the tissue layers that the creature is made of.

    [BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:HAIR] Creature will be covered with a layer of fur.

    [USE_MATERIAL_TEMPLATE:NAIL:NAIL_TEMPLATE] And it'll have nails.

    [USE_TISSUE_TEMPLATE:NAIL:NAIL_TEMPLATE]

    [TISSUE_LAYER:BY_CATEGORY:TOE:NAIL:FRONT] On the toe, specifically.

    [SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
     [PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]
       [TL_MAJOR_ARTERIES] Heart and throat--called above--will cause heavy bleeding if ruptured.

    [BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS] Places eyes, ears and what have you into their correct placement, so that you don't have people punching out eyes from behind.

    [BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS] Sets the ribcage as being around lungs and heart.

    [USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE] Defines sinew so that...
    [TENDONS:LOCAL_CREATURE_MAT:SINEW:200] Tendons
    [LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200] And ligaments can be defined.

    [HAS_NERVES] Creature has nerves, and as such can be disabled by severing them.

    [USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE] Defines the material BLOOD using the template BLOOD_TEMPLATE.
    [BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID] Defines the creature's BLOOD as being made of the above-defined BLOOD material in a LIQUID state.

    [CREATURE_CLASS:GENERAL_POISON] Creature can be affected by syndromes that affect GENERAL_POISON.

    [GETS_WOUND_INFECTIONS] Pretty much self-explanatory. Creature can get infected from wounds.
    [GETS_INFECTIONS_FROM_ROT] And from necrosis.

    [USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE] Defines PUS using PUS_TEMPLATE.
    [PUS:LOCAL_CREATURE_MAT:PUS:LIQUID] Defines PUS as being made of PUS.

    [BODY_SIZE:0:0:1000] Creature will be 1000 cubic centimeters at birth...
    [BODY_SIZE:1:0:12500] 12500 cubic centimeters at 1 year old...
    [BODY_SIZE:2:0:30000] and 30000 cubic centimeters at 2.

    [BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110] Creature can be anywhere from 90% to 110% as long as others.
    [BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110] As above, but with height.
    [BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110] As above, but with broadness. This puts the minimum size of the creature (when fully grown) at 21870 and the maximum size at 39930.

    [MAXAGE:20:30] Creature will die of old age between the ages of 20 and 30, no later than 30, no sooner than 20.

    [CAN_DO_INTERACTION:MATERIAL_EMISSION] Creature can use the MATERIAL_EMISSION interaction.
       [CDI:ADV_NAME:Hurl fireball] In adventurer mode, the MATERIAL_EMISSION interaction will appear as "Hurl fireball".
       [CDI:USAGE_HINT:ATTACK] Creature will use MATERIAL_EMISSION when it's attacking, on creatures that it's attacking.
       [CDI:BP_REQUIRED:BY_CATEGORY:HEAD] Creature must have at least one HEAD to use MATERIAL_EMISSION.
       [CDI:FLOW:FIREBALL] The MATERIAL_EMISSION will shoot a fireball.
       [CDI:TARGET:C:LINE_OF_SIGHT] The target for the emission--a location--must be within the line of sight of the Hydling.
       [CDI:TARGET_RANGE:C:15] And must be, at most, 15 tiles away.
       [CDI:MAX_TARGET_NUMBER:C:1] The hydling can only shoot at one target at a time...
       [CDI:WAIT_PERIOD:30] and only every 30 ticks (3 tenths of a second at 100 FPS)

    [ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH] Defines a BITE attack that uses teeth.
       [ATTACK_SKILL:BITE] Attack uses the BITE skill.
       [ATTACK_VERB:nom:noms] "The Hydling noms the Elf in the left first toe, tearing the muscle!"
       [ATTACK_CONTACT_PERC:100] Will use all of the tooth. Note that this can be more than 100.
       [ATTACK_PENETRATION_PERC:100] Will sink the tooth all the way in. This can also be more than 100.
       [ATTACK_FLAG_EDGE] Attack is an EDGE attack.
       [ATTACK_PRIORITY:MAIN] Attack is of priority MAIN. Other option is SECOND.
       [ATTACK_FLAG_CANLATCH] Attack can latch.
                [ATTACK_PREPARE_AND_RECOVER:3:3] Takes 3 ticks to wind up attack and 3 to recover from it.
                [ATTACK_FLAG_INDEPENDENT_MULTIATTACK] Can use each head independently.

    [ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:STANCE:BY_CATEGORY:ALL:NAIL] As above, but for nail instead of teeth.
       [ATTACK_SKILL:STANCE_STRIKE] Uses the kicking skill.
       [ATTACK_VERB:slice:slices] "You slice the Elf in the left foot and the severed part sails off in an arc!"
       [ATTACK_CONTACT_PERC:100] Uses the whole nail.
       [ATTACK_PENETRATION_PERC:100] The whole nail goes in.
       [ATTACK_FLAG_EDGE] Attack is an edge attack.
                [ATTACK_PREPARE_AND_RECOVER:3:3]
       [ATTACK_PRIORITY:SECOND]

    [CHILD:1] Hydling will become an adult at 1 year old.

    [GENERAL_CHILD_NAME:hydie:hydies] Children will appear as "hydies".

    [DIURNAL] Is active during the daytime.

    [HOMEOTHERM:10070] Has a body temperature of 102 Fahrenheit.

    [APPLY_CREATURE_VARIATION:STANDARD_QUADRUPED_GAITS:900:730:561:351:1900:2900] Can run at 25 kph
    [APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:3512:2634:1756:878:4900:6900] Can swim at 10 kph
    [APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:6561:6115:5683:1755:7456:8567] Can crawl at 5 kph
    [SWIMS_INNATE]Swims innately.

    [CASTE:FEMALE] Defines a caste called FEMALE.
       [FEMALE] FEMALE caste is female.

    [CASTE:MALE] As above, but with male.
       [MALE] See above.
« Last Edit: November 07, 2016, 04:36:10 pm by PanDados »
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Z49000

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2226 on: November 07, 2016, 07:59:59 pm »

I am now having a problem with three/two different interactions:

First is a gorgon's glare attack- which is meant to dizzy and numb a target, but isn't working, period.

Second is a spell that summons a chaos spectre (a humanoid made of "chaotic energy", (which is really just modified fire) that is used by warlocks, which isn't working: the spectre does attack the enemies, as well as the warlock (both the spectre, as well as the warlock have [NOT_LIVING] and [OPPOSED_TO_LIFE] (although this problem might be caused by me testing this in the Arena).

The warlock is a Secret-type interaction, and I doubt is the main problem, though I'm probably wrong about that. Unfortunately I don't have access to my raw files, so there's no way for me to actually show the raws for all three interactions.
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Dirst

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2227 on: November 07, 2016, 08:01:47 pm »

Hi PanDados, at first glance, check the filename and the first line inside the file.  For a creature, it needs to be something like creature_pandados.txt with creature_pandados on the first line, then [OBJECT:CREATURE] before the first [CREATURE:] tag.
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PanDados

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2228 on: November 07, 2016, 08:40:49 pm »

Hi PanDados, at first glance, check the filename and the first line inside the file.  For a creature, it needs to be something like creature_pandados.txt with creature_pandados on the first line, then [OBJECT:CREATURE] before the first [CREATURE:] tag.
Aight. I added the [OBJECT:CREATURE] thing and it still ain't appearing on the object testing arena's creature spawning list, and I even uses the f key to search ''Hydling''. The raw file is called modded_stuff btw.
Spoiler (click to show/hide)
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Nahere

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2229 on: November 07, 2016, 09:42:17 pm »

@PanDados:
Calling the file "modded_stuff" will not work. It needs to be of the form creature_whatever, and the first line must match it (minus the .txt of course).
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malistaticy

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2230 on: November 08, 2016, 06:37:14 am »

Is it possible to make a custom bp_appearance_modifier that pops up in the creature description?
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PanDados

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2231 on: November 08, 2016, 12:45:29 pm »

@PanDados:
Calling the file "modded_stuff" will not work. It needs to be of the form creature_whatever, and the first line must match it (minus the .txt of course).
Oh, I see. Now it works! Thank you!
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overseer05-15

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2232 on: November 09, 2016, 09:41:21 am »

I am now having a problem with three/two different interactions:

First is a gorgon's glare attack- which is meant to dizzy and numb a target, but isn't working, period.

Second is a spell that summons a chaos spectre (a humanoid made of "chaotic energy", (which is really just modified fire) that is used by warlocks, which isn't working: the spectre does attack the enemies, as well as the warlock (both the spectre, as well as the warlock have [NOT_LIVING] and [OPPOSED_TO_LIFE] (although this problem might be caused by me testing this in the Arena).

The warlock is a Secret-type interaction, and I doubt is the main problem, though I'm probably wrong about that. Unfortunately I don't have access to my raw files, so there's no way for me to actually show the raws for all three interactions.

Dunno about the Gorgon, but the warlock issue is arena mode, yeah. Putting the warlock on a team should work.
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Dirst

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2233 on: November 09, 2016, 02:18:20 pm »

Is it possible to make a custom bp_appearance_modifier that pops up in the creature description?
Unfortunately, no.  There's a pretty good variety of descriptors to pick from anyway with the notable lack of a way to go from "small" to "large".  (My guess is that Toady foresaw people using that to mod in descriptions of naughty bits.)

There is a clunky work-around, though.  You can make custom colors and apply those to your bodypart to make them show up in descriptions.  One side effect is that you might get a dwarf with one of those as a favorite color.  A work-around for that is to make your custom descriptions into color patterns instead.
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Z49000

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2234 on: November 09, 2016, 03:48:36 pm »

I am now having a problem with three/two different interactions:

First is a gorgon's glare attack- which is meant to dizzy and numb a target, but isn't working, period.

Second is a spell that summons a chaos spectre (a humanoid made of "chaotic energy", (which is really just modified fire) that is used by warlocks, which isn't working: the spectre does attack the enemies, as well as the warlock (both the spectre, as well as the warlock have [NOT_LIVING] and [OPPOSED_TO_LIFE] (although this problem might be caused by me testing this in the Arena).

The warlock is a Secret-type interaction, and I doubt is the main problem, though I'm probably wrong about that. Unfortunately I don't have access to my raw files, so there's no way for me to actually show the raws for all three interactions.

Dunno about the Gorgon, but the warlock issue is arena mode, yeah. Putting the warlock on a team should work.

Well, that spares me the trip to the tower that is teeming with chaos spectres and bloodthirsty warlocks...

... Nevermind, I'm still doing that.

Also, is it possible to make a pyromancer (as in a secret interaction) who doesn't combust into fire? The pyromancers I made kept igniting themselves when using their magic attacks.

EDIT: Found it!
Code: [Select]
[INTERACTION:STUNNING_GLARE]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_AFFECTED_CLASS:GENERAL_POISON]
[IT_MANUAL_INPUT:target]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[SYN_NAME:stunned]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
           [CE_DIZZINESS:SEV:100:PROB:100:RESISTABLE:SIZE_DILUTES:START:1:PEAK:100:END:200]
   [CE_NUMBNESS:SEV:100:PROB:100:RESISTABLE:SIZE_DILUTES:START:1:PEAK:100:END:200]
   [CE_NAUSEA:SEV:100:PROB:100:RESISTABLE:SIZE_DILUTES:START:1:PEAK:100:END:200]

« Last Edit: November 10, 2016, 01:48:18 pm by Z49000 »
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