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Author Topic: [MODDING] CREATURE & ENTITY QUESTIONS THREAD  (Read 685550 times)

brolol.404

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3540 on: May 21, 2019, 07:25:31 pm »

Yes, through the CREATURE_CLASS tag, which you can define however you want in the creature file, and then the ANIMAL tag in the entity raws. Label the creature class as ALWAYS_PRESENT under the ANIMAL tag and bam the civ has the animals.

awesome thanks. So:

creature_test
...
[CREATURE_CLASS:TEST]



entity_test
...
[ANIMAL]
[ANIMAL_CLASS:TEST]
[ANIMAL_ALWAYS_PRESENT]

EternalCaveDragon

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3541 on: May 21, 2019, 07:38:47 pm »

Looks correct to me.
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brolol.404

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3542 on: May 22, 2019, 09:55:23 am »

I am trying to put a claw attack (instead of nails) on a humanoid, but it is not working. any help?

Spoiler: code (click to show/hide)

I also tried:

Spoiler (click to show/hide)

Spoiler: errorlog (click to show/hide)

FantasticDorf

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3543 on: May 22, 2019, 10:10:23 am »

Error log suggests its a creature problem, can you post the entire raws of the creature in question in
Code: [Select]
[./code] box format please?
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brolol.404

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3544 on: May 22, 2019, 10:59:37 am »

This is what I currently have:

Code: [Select]
creature_hordes_blood

[OBJECT:CREATURE]

[CREATURE:hordes_GOATMAN]
[DESCRIPTION:A medium-sized.]
[NAME:goatman:goatmen:goatman]
[CASTE_NAME:goatman:goatmen:goatman]
[CREATURE_TILE:'g'][COLOR:7:0:1]
[CREATURE_CLASS:MAMMAL]

[INTELLIGENT]
[STRANGE_MOODS]
[TRANCES]
[CANOPENDOORS]
[LARGE_PREDATOR]
[BONECARN]

[BODY:HUMANOID_NECK_HOOF:5FINGERS:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:SKULL:2HEAD_HORN:MOUTH:TONGUE:GENERIC_TEETH_WITH_LARGE_EYE_TEETH:RIBCAGE]

[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[USE_MATERIAL_TEMPLATE:HOOF:HOOF_TEMPLATE]
[USE_MATERIAL_TEMPLATE:HORN:HORN_TEMPLATE]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[SELECT_TISSUE:HAIR]
[INSULATION:200]
[USE_TISSUE_TEMPLATE:HOOF:HOOF_TEMPLATE]
[USE_TISSUE_TEMPLATE:HORN:HORN_TEMPLATE]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:HAIR]

[USE_MATERIAL_TEMPLATE:CLAW:NAIL_TEMPLATE]
[USE_TISSUE_TEMPLATE:CLAW:CLAW_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:FINGER:CLAW:FRONT]

[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]
[TL_MAJOR_ARTERIES]

[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]

[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]

[HAS_NERVES]

[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]

[CREATURE_CLASS:GENERAL_POISON]
[GETS_WOUND_INFECTIONS]
[GETS_INFECTIONS_FROM_ROT]
[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]

[USE_MATERIAL_TEMPLATE:SPIT:SPIT_TEMPLATE]

[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:Spit]
[CDI:USAGE_HINT:NEGATIVE_SOCIAL_RESPONSE]
[CDI:USAGE_HINT:TORMENT]
[CDI:BP_REQUIRED:BY_CATEGORY:MOUTH]
[CDI:MATERIAL:LOCAL_CREATURE_MAT:SPIT:LIQUID_GLOB]
[CDI:VERB:spit:spits:NA]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:15]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:30]

[BODY_SIZE:0:0:5700]
[BODY_SIZE:1:168:25000]
[BODY_SIZE:12:0:100000]

[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[MAXAGE:20:30]

[SET_BP_GROUP:BY_CATEGORY:EYE]
[BP_APPEARANCE_MODIFIER:CLOSE_SET:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[BP_APPEARANCE_MODIFIER:DEEP_SET:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[BP_APPEARANCE_MODIFIER:ROUND_VS_NARROW:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]

[SET_BP_GROUP:BY_CATEGORY:EAR]
[BP_APPEARANCE_MODIFIER:SPLAYED_OUT:0:70:90:100:110:130:200]
[APP_MOD_NOUN:ears:PLURAL]
[BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_NOUN:ears:PLURAL]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
[BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_NOUN:ears:PLURAL]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]

[SET_BP_GROUP:BY_CATEGORY:TOOTH]
[BP_APPEARANCE_MODIFIER:LENGTH:100:100:100:100:100:100:100]
[APP_MOD_IMPORTANCE:1000]
[APP_MOD_NOUN:teeth:PLURAL]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]

[SET_BP_GROUP:BY_CATEGORY:SKULL]
[BP_APPEARANCE_MODIFIER:HIGH_CHEEKBONES:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:BROAD_CHIN:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:JUTTING_CHIN:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:SQUARE_CHIN:0:70:90:100:110:130:200]

[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]

[SET_BP_GROUP:BY_CATEGORY:HEAD]
[BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
[BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]

[MAXAGE:13:17]

[ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:STANCE:BY_CATEGORY:ALL:CLAW]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:scratch:scratches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_PRIORITY:MAIN]

[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]
[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:SECOND]
[ATTACK_FLAG_CANLATCH]

[ATTACK:KICK:BODYPART:BY_CATEGORY:HOOF]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:kick:kicks]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PREPARE_AND_RECOVER:4:4]
[ATTACK_PRIORITY:SECOND]
[ATTACK_FLAG_WITH]
[ATTACK_FLAG_BAD_MULTIATTACK]

[BABY:1]
[GENERAL_BABY_NAME:goatman baby:goatman babies]
[BABYNAME:goatman baby:dwarven babies]
[CHILD:2]
[GENERAL_CHILD_NAME:goatman child:goatman children]
[CHILDNAME:dwarven child:dwarven children]
[EQUIPS]
[NOCTURNAL]
[SMELL_TRIGGER:90]
[LOW_LIGHT_VISION:10000]

[HOMEOTHERM:10067]
[APPLY_CREATURE_VARIATION:STANDARD_BIPED_GAITS:900:711:521:293:1900:2900] 30 kph
[APPLY_CREATURE_VARIATION:STANDARD_CLIMBING_GAITS:5951:5419:4898:1463:6944:8233] 6 kph
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:5951:5419:4898:1463:6944:8233] 6 kph
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:2990:2257:1525:731:4300:6100] 12 kph
[SWIMS_LEARNED]

[MANNERISM_FINGERS:finger:fingers]
[MANNERISM_NOSE:nose]
[MANNERISM_EAR:ear]
[MANNERISM_HEAD:head]
[MANNERISM_EYES:eyes]
[MANNERISM_MOUTH:mouth]
[MANNERISM_HAIR:hair]
[MANNERISM_KNUCKLES:knuckles]
[MANNERISM_ARMS:arms]
[MANNERISM_HANDS:hands]
[MANNERISM_TONGUE:tongue]
[MANNERISM_LEG:leg]
[MANNERISM_LAUGH]
[MANNERISM_SMILE]
[MANNERISM_WALK]
[MANNERISM_SIT]
[MANNERISM_BREATH]
[MANNERISM_POSTURE]
[MANNERISM_STRETCH]

[CASTE:FEMALE]
[FEMALE]
[LITTERSIZE:5:9]
[CASTE:MALE]
[MALE]
[SET_BP_GROUP:BY_TYPE:LOWERBODY][BP_ADD_TYPE:GELDABLE]

[SELECT_CASTE:ALL]
[SET_TL_GROUP:BY_CATEGORY:ALL:HAIR]
[TL_COLOR_MODIFIER:WHITE:1]
[TLCM_NOUN:hair:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]
[TL_COLOR_MODIFIER:BROWN:1:BURNT_UMBER:1:CINNAMON:1:COPPER:1:DARK_BROWN:1:DARK_PEACH:1:DARK_TAN:1:ECRU:1:PALE_BROWN:1:PALE_CHESTNUT:1:PALE_PINK:1:PEACH:1:PINK:1:RAW_UMBER:1:SEPIA:1:TAN:1:TAUPE_PALE:1:TAUPE_SANDY:1]
[TLCM_NOUN:skin:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:BLACK:1]
[TLCM_NOUN:eyes:PLURAL]

Wannabehero

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3545 on: May 22, 2019, 11:33:39 am »

I am trying to put a claw attack (instead of nails) on a humanoid, but it is not working. any help?

 [USE_MATERIAL_TEMPLATE:CLAW:NAIL_TEMPLATE]
[USE_TISSUE_TEMPLATE:CLAW:CLAW_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:FINGER:CLAW:FRONT]

Spoiler (click to show/hide)

I also tried:

Spoiler (click to show/hide)


errorlog
Attack SCRATCH seems to have correct format but could not find proper BPs in any caste, so not added

Your tissue layering added the claw tissue to the fingers, but your attack tokens are specifying to use the STANCE category of bodyparts for the attack.  None of your [STANCE] bodyparts have claw tissue (fingers are on the GRASP bodypart of the humanoid body), so the attack is erroring.

Changing the attack to this will probably work:
Spoiler (click to show/hide)
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brolol.404

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3546 on: May 22, 2019, 11:47:39 am »

thanks I'll try it out

brolol.404

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3547 on: May 22, 2019, 12:11:15 pm »

Your tissue layering added the claw tissue to the fingers, but your attack tokens are specifying to use the STANCE category of bodyparts for the attack.  None of your [STANCE] bodyparts have claw tissue (fingers are on the GRASP bodypart of the humanoid body), so the attack is erroring.

Changing the attack to this will probably work:
Spoiler (click to show/hide)

awesome thanks this worked :)

also side note: the hoof kick seems to cause more fatal hits to a dwarf than the claw scratch or large eye teeth bite

brolol.404

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3548 on: May 22, 2019, 05:36:19 pm »

Will an AI civ have access to metal without [DIGGER:ITEM_WEQPON_PICK]?

FantasticDorf

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3549 on: May 22, 2019, 06:11:28 pm »

Will an AI civ have access to metal without [DIGGER:ITEM_WEQPON_PICK]?

The Metalsmith work group (furnace operator primarily/minimum, and other craft-smiths) establish basic metal minerals like copper, silver, iron and gold regardless of picks, picks themselves don't determine access to minerals, those jobs to manufacture it do. Infact with custom reactions you can even make edged picks out of obsidian stone similar (not entirely, just as a base material) to obsidian swords, though picks don't need a edge to work like axes do.

If you don't want them to use basic metal (or any non pseudo metal) materials, custom reactions can substitute but might be very intensive with writing out your own lists of things to craft, like weapons armor, tools, furniture and misc objects. You can also give them fake access to wood by putting them in woodless biomes (or disabling access to OUTDOOR and INDOOR wood) then having crafting reactions to make weapon-grade (or below/varying levels of weapon grade) wood with the elf wood weapons & armor tags so they bring them on sieges.

  • I learned the pseudo wood trick from mephs masterwork Naga race, who have faux wood 'coral' objects which are more dense because they have settlements in lakes. The obsidian and pseudo/alternative metal tricks i learnt while making my own playable elf fortress modifications, which converts combinations of special plants and seeds into metal bars to be used in custom craftshops.
  • A axe made (entirely as base material) out of obsidian will cut wood well enough, but all obsidian weapons/tools can shatter against hard metal surfaces but generally do ok versus skin and flesh.
« Last Edit: May 22, 2019, 06:16:34 pm by FantasticDorf »
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brolol.404

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3550 on: May 23, 2019, 06:44:25 am »

awesome thanks. I may use the elf trick. I am trying to make a civ that is much harder in seiges than the vanilla goblins. Can this new "wood" be as strong as steel?

brolol.404

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3551 on: May 23, 2019, 06:49:31 am »

Also if I give the armor and weapons the elf wood tags, would the elves have them too?

FantasticDorf

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3552 on: May 23, 2019, 07:02:40 am »

Also if I give the armor and weapons the elf wood tags, would the elves have them too?

The wood would be either [INDOOR_WOOD] or [OUTDOOR_WOOD]  which they can collect on file, further dependent on biome like i have explained where trees/mushroom trees can be found.

The kind of custom reactions (saying you made a special 'tree orchard' building just to activate this in fortress mode for example)  to create your special wood by making logs of that material won't affect elves if the reaction is not on their entity file because its not naturally sourced from growing trees.

The entity wood tags are [WOOD_WEAPONS] and [WOOD_ARMOR] respectively and they won't bring metal armor with them even if they have access to it.
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brolol.404

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3553 on: May 23, 2019, 09:55:00 am »

Thanks. What would the reagent be for the tree orchard to make logs? Would it not have one? Could that wood material be as strong as steel in theory or does "wood" have a limit on strength/ armor penetration?

I am thinking of making a "Felwood Grove" (workshop) to create "Felwood Logs" which in turn makes Felwood weapons and armor. I assume I need: a new workshop (Felwood Grove), a new material (Felwood), a new item (Felwood Log), a reaction to make Felwood Logs (with no reagents?), a new item for every new Felwood weapon and armor and a new reaction for every weapon and armor. Is that right?

brolol.404

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3554 on: May 23, 2019, 10:58:36 am »

Can a creature start with a skill level higher than their [NATURAL_SKILL] (i.e. is that token a minimum) or will [NATURAL_SKILL] overwrite any potential skill level and set it to that (even if it would have been higher)? For new migrants or creatures in seiges for example.
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