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Author Topic: [MODDING] CREATURE & ENTITY QUESTIONS THREAD  (Read 683353 times)

MachoNacho

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3990 on: September 09, 2019, 10:10:20 pm »

Is it possible to make a syndrome add a material breath attack?
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ZM5

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3991 on: September 10, 2019, 03:48:16 am »

Yeah, syndromes can add interactions of any kind - though stuff like directed or undirected gas/vapor/dust attacks start at the tile of the creature, so if its breathing syndrome-inducing material it'll most likely be affected by it too.
As an example, you'd just do a normal syndrome setup with these tokens.
Code: [Select]
[CE_CAN_DO_INTERACTION:START:0:END:100]
                                [CDI:INTERACTION:MATERIAL_EMISSION]
                [CDI:ADV_NAME:Spit Magma]
                [CDI:USAGE_HINT:ATTACK]
                [CDI:MATERIAL:INORGANIC:BASALT:LIQUID_GLOB]
                [CDI:VERB:spit a glob of magma:spits a glob of magma:NA]
                [CDI:TARGET:C:LINE_OF_SIGHT]
                [CDI:TARGET_RANGE:C:15]
                [CDI:MAX_TARGET_NUMBER:C:1]
                [CDI:WAIT_PERIOD:20]

MachoNacho

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3992 on: September 10, 2019, 01:20:28 pm »

How do I make a creature that dies instantly AND leaves a corpse? I want to make a creature that instantly turns into a statue to use for petrification interactions.
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ZM5

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3993 on: September 10, 2019, 01:37:10 pm »

I don't think you can make it so it literally dies instantly - what I did is make a "statue" creature that has the humanoid_neck body plan, an upper spine, lungs, but no brain or middle/lower spine - its also immobile, needs to breathe and still requires thinking parts - so the moment a creature is transformed into a "statue" it falls over, cannot move and eventually suffocates, leaving a stone statue.

MachoNacho

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3994 on: September 10, 2019, 02:31:54 pm »

I don't think you can make it so it literally dies instantly - what I did is make a "statue" creature that has the humanoid_neck body plan, an upper spine, lungs, but no brain or middle/lower spine - its also immobile, needs to breathe and still requires thinking parts - so the moment a creature is transformed into a "statue" it falls over, cannot move and eventually suffocates, leaving a stone statue.
How do I do that?
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ZM5

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3995 on: September 10, 2019, 02:50:44 pm »

It's just this:
Spoiler (click to show/hide)

DerMeister

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3996 on: September 11, 2019, 11:21:19 am »

If I play as goblin civ, can I tame wild trolls, ogres and other slow learners?
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Meph

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3997 on: September 11, 2019, 07:44:55 pm »

Still trying to get my civ to die out in world-gen.

I tried:
 - Removing the baby and children tag. (ignored in worldgen)
 - Orientation that makes them asexual/homosexual. (ignored in worldgen)
 - Only male, only female or only genderless caste. (worldgen hangs in a loop, won't place civ)

Can't make their max-age super low, because they should still be playable in fort mode. Guess a weird workaround would be maxage:1 and a self-targetted interaction that adds AGELESS.

I just want a civ that gets no migrants, that's all. Argh, this was so easy in 34.11. ^^

(Dfhacks "hermit enable" could work, though also blocks all caravans, FBs, etc)
« Last Edit: September 11, 2019, 07:55:09 pm by Meph »
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brolol.404

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3998 on: September 11, 2019, 08:12:01 pm »

Still trying to get my civ to die out in world-gen.

I tried:
 - Removing the baby and children tag. (ignored in worldgen)
 - Orientation that makes them asexual/homosexual. (ignored in worldgen)
 - Only male, only female or only genderless caste. (worldgen hangs in a loop, won't place civ)

Can't make their max-age super low, because they should still be playable in fort mode. Guess a weird workaround would be maxage:1 and a self-targetted interaction that adds AGELESS.

I just want a civ that gets no migrants, that's all. Argh, this was so easy in 34.11. ^^

(Dfhacks "hermit enable" could work, though also blocks all caravans, FBs, etc)

Dont vampires get kicked out of civilizations during world gen? Could you make a secret that has a similar result? (outcasts everyone)

EDIT: or a plague that only targets a specific creature/class?
« Last Edit: September 11, 2019, 08:17:17 pm by brolol.404 »
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DerMeister

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3999 on: September 12, 2019, 03:29:40 am »

Still trying to get my civ to die out in world-gen.

I tried:
 - Removing the baby and children tag. (ignored in worldgen)
 - Orientation that makes them asexual/homosexual. (ignored in worldgen)
 - Only male, only female or only genderless caste. (worldgen hangs in a loop, won't place civ)

Can't make their max-age super low, because they should still be playable in fort mode. Guess a weird workaround would be maxage:1 and a self-targetted interaction that adds AGELESS.

I just want a civ that gets no migrants, that's all. Argh, this was so easy in 34.11. ^^

(Dfhacks "hermit enable" could work, though also blocks all caravans, FBs, etc)
Make child age bigger than death age.

Is slow_learner tameable in fortress mode by civ with use_evil_animals?
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TomiTapio

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4000 on: September 12, 2019, 05:13:10 am »

Is slow_learner tameable in fortress mode by civ with use_evil_animals?

underground evil slowlearner is a special case: https://dwarffortresswiki.org/index.php/DF2014:Creature_token#SLOW_LEARNER

"Shorthand for [CAN_LEARN] + [SKILL_LEARN_RATES:50].Verify Used by a number of 'primitive' creatures (like ogres, giants and troglodytes) in the vanilla game. Applicable to player races. Prevents a player from recruiting nobility, even basic ones. Subterranean creatures with this token combined with [EVIL] will become servants of goblins in their civilizations, in the style of trolls."
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DerMeister

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4001 on: September 12, 2019, 05:32:35 am »

Is slow_learner tameable in fortress mode by civ with use_evil_animals?

underground evil slowlearner is a special case: https://dwarffortresswiki.org/index.php/DF2014:Creature_token#SLOW_LEARNER

"Shorthand for [CAN_LEARN] + [SKILL_LEARN_RATES:50].Verify Used by a number of 'primitive' creatures (like ogres, giants and troglodytes) in the vanilla game. Applicable to player races. Prevents a player from recruiting nobility, even basic ones. Subterranean creatures with this token combined with [EVIL] will become servants of goblins in their civilizations, in the style of trolls."
So if I embark as goblins, can I tame wild trolls? Will wild trolls be agressive to my goblins?
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ZM5

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4002 on: September 12, 2019, 06:43:38 am »

Only creatures with the [PET] token are tamable, civ has nothing to do with it - wild trolls would still be hostile.

DerMeister

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4003 on: September 12, 2019, 09:23:14 am »

Only creatures with the [PET] token are tamable, civ has nothing to do with it - wild trolls would still be hostile.
Even if I add creature to civ pets by animal definition?
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ZM5

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4004 on: September 12, 2019, 05:19:50 pm »

Yeah, those just give them innate populations of those animals, it doesn't change how the wild versions of those animals behave.
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