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Author Topic: [MODDING] CREATURE & ENTITY QUESTIONS THREAD  (Read 699775 times)

Warlord255

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4290 on: January 29, 2020, 07:24:51 am »

For those just leaping to the forum, here are new interaction bits as I can find them.

Code: [Select]
[INTERACTION:HEALING_BLESSING]
[I_SOURCE:DEITY]
[IS_USAGE_HINT:MEDIUM_BLESSING]
[IS_TRIGGER_STRING_SECOND:have]
[IS_TRIGGER_STRING_THIRD:has]
[IS_TRIGGER_STRING:been granted healing!]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_MANUAL_INPUT:recipient]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[SYN_CONCENTRATION_ADDED:1000:0]
[CE_STOP_BLEEDING:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT]
[CE_CLOSE_OPEN_WOUNDS:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT]
[CE_HEAL_TISSUES:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT]
[CE_HEAL_NERVES:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT]
[CE_REDUCE_PAIN:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT]
[CE_REDUCE_SWELLING:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT]
[CE_CURE_INFECTION:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT]
[CE_REDUCE_PARALYSIS:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT]
[CE_REDUCE_DIZZINESS:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT]
[CE_REDUCE_NAUSEA:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT]
[CE_REDUCE_FEVER:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT]
[CE_REGROW_PARTS:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT]

Holy crap! Healing and regeneration in Dorf Fort? Werecurses may no longer be the only solution to mangling, maiming and loss of limbs!

Code: [Select]
[INTERACTION:ITEM_BLESSING]
[I_SOURCE:DEITY]
[IS_USAGE_HINT:MEDIUM_BLESSING]
[IS_TRIGGER_STRING_SECOND:have]
[IS_TRIGGER_STRING_THIRD:has]
[IS_TRIGGER_STRING:been blessed with a holy weapon!]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_MANUAL_INPUT:recipient]
[I_EFFECT:CREATE_ITEM]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ITEM:100:1:WEAPON:NONE:NONE:NONE]
[IE_ITEM_QUALITY:ARTIFACT]

Item conjuration! Looks like this uses existing item tokens, but we'll have to figure out what the non-Artifact argument for ITEM_QUALITY is if we don't want to summon artifact bread, for example.

Code: [Select]
[INTERACTION:QUALITY_BLESSING]
[I_SOURCE:DEITY]
[IS_USAGE_HINT:MEDIUM_BLESSING]
[IS_TRIGGER_STRING_SECOND:have]
[IS_TRIGGER_STRING_THIRD:has]
[IS_TRIGGER_STRING:been blessed with improved equipment!]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_MANUAL_INPUT:recipient]
[I_EFFECT:CHANGE_ITEM_QUALITY]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_CHANGE_QUALITY:2]

Perhaps this has our answer. The item quality argument may be numeric, with ARTIFACT as the final step. Also, blacksmithing interactions! However, without a reagent system, this will be tricky.

Code: [Select]
[INTERACTION:PET_BLESSING]
[I_SOURCE:DEITY]
[IS_USAGE_HINT:MEDIUM_BLESSING]
[IS_TRIGGER_STRING_SECOND:have]
[IS_TRIGGER_STRING_THIRD:has]
[IS_TRIGGER_STRING:been blessed with a pet!]
[I_TARGET:A:LOCATION]
[IT_LOCATION:CONTEXT_LOCATION]
[I_TARGET:B:LOCATION]
[IT_LOCATION:RANDOM_NEARBY_LOCATION:A:5]
[I_EFFECT:SUMMON_UNIT]
[IE_TARGET:B]
[IE_IMMEDIATE]
[IE_FORBIDDEN_CREATURE_FLAG:SMALL_RACE]
[IE_CREATURE_CASTE_FLAG:LARGE_PREDATOR]
[IE_CREATURE_CASTE_FLAG:NATURAL_ANIMAL]
[IE_FORBIDDEN_CREATURE_CASTE_FLAG:CANNOT_BREATHE_AIR]
[IE_FORBIDDEN_CREATURE_CASTE_FLAG:IMMOBILE_LAND]
[IE_FORBIDDEN_CREATURE_CASTE_FLAG:CAN_LEARN]
[IE_FORBIDDEN_CREATURE_CASTE_FLAG:MEGABEAST]
[IE_FORBIDDEN_CREATURE_CASTE_FLAG:SEMIMEGABEAST]
[IE_FORBIDDEN_CREATURE_CASTE_FLAG:TITAN]
[IE_FORBIDDEN_CREATURE_CASTE_FLAG:DEMON]
[IE_FORBIDDEN_CREATURE_CASTE_FLAG:UNIQUE_DEMON]
[IE_FORBIDDEN_CREATURE_CASTE_FLAG:SUPERNATURAL]
[IE_MAKE_PET_IF_POSSIBLE]

S U M M O N I N G. Also, RANDOM_LOCATION_NEARBY has applications for chaotic explosion magic. IE_MAKE_PET_IF_POSSIBLE could be responsible for the creature being immediately friendly. Without it, we may be able to summon opponents to kill...

Code: [Select]
[INTERACTION:ANIMAL_CURSE]
[I_SOURCE:DEITY]
[IS_USAGE_HINT:MEDIUM_CURSE]
[IS_TRIGGER_STRING_SECOND:have]
[IS_TRIGGER_STRING_THIRD:has]
[IS_TRIGGER_STRING:been cursed, for one week, to know life as a beast!]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_MANUAL_INPUT:victim]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[SYN_CONCENTRATION_ADDED:1000:0]
[CE_BODY_TRANSFORMATION:START:0:PEAK:0:END:8400:ABRUPT]
[CE:CREATURE_CASTE_FLAG:NATURAL_ANIMAL]
[CE:FORBIDDEN_CREATURE_FLAG:SMALL_RACE]
[CE:FORBIDDEN_CREATURE_CASTE_FLAG:LARGE_PREDATOR]
[CE:FORBIDDEN_CREATURE_CASTE_FLAG:CANNOT_BREATHE_AIR]
[CE:FORBIDDEN_CREATURE_CASTE_FLAG:IMMOBILE_LAND]
[CE:FORBIDDEN_CREATURE_CASTE_FLAG:CAN_LEARN]
[CE:FORBIDDEN_CREATURE_CASTE_FLAG:MEGABEAST]
[CE:FORBIDDEN_CREATURE_CASTE_FLAG:SEMIMEGABEAST]
[CE:FORBIDDEN_CREATURE_CASTE_FLAG:TITAN]
[CE:FORBIDDEN_CREATURE_CASTE_FLAG:DEMON]
[CE:FORBIDDEN_CREATURE_CASTE_FLAG:UNIQUE_DEMON]
[CE:FORBIDDEN_CREATURE_CASTE_FLAG:SUPERNATURAL]
[CE:HAVE_FAST_EFFORTLESS_GAIT_SPEED:1000]
[CE_ADD_TAG:NO_AGING:NO_EAT:NO_DRINK:START:0:PEAK:0:END:8400:ABRUPT]

This is stuff we mostly know already, but rather than defining a creature we're given a broad category and a ton of forbidden exceptions. This could definitely be useful going forward.

from "example - bogeyman transformation":

Code: [Select]
[CAN_DO_INTERACTION:BOGEYMAN_POLYMORPH]
[CDI:ADV_NAME:Transform]
[CDI:TARGET:A:SELF_ONLY]
[CDI:USAGE_HINT:DEFEND]
[CDI:WAIT_PERIOD:100]

Code: [Select]
[INTERACTION:BOGEYMAN_POLYMORPH]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[SYN_CONCENTRATION_ADDED:1000:0]
[CE_BODY_TRANSFORMATION:START:0:PEAK:0:END:5:ABRUPT:DWF_STRETCH:144]
[CE:FORBIDDEN_CREATURE_FLAG:SMALL_RACE]
[CE:CREATURE_CASTE_FLAG:LARGE_PREDATOR]
[CE:CREATURE_CASTE_FLAG:NATURAL_ANIMAL]
[CE:FORBIDDEN_CREATURE_CASTE_FLAG:CANNOT_BREATHE_AIR]
[CE:FORBIDDEN_CREATURE_CASTE_FLAG:IMMOBILE_LAND]
[CE:FORBIDDEN_CREATURE_CASTE_FLAG:CAN_LEARN]
[CE:FORBIDDEN_CREATURE_CASTE_FLAG:MEGABEAST]
[CE:FORBIDDEN_CREATURE_CASTE_FLAG:SEMIMEGABEAST]
[CE:FORBIDDEN_CREATURE_CASTE_FLAG:TITAN]
[CE:FORBIDDEN_CREATURE_CASTE_FLAG:DEMON]
[CE:FORBIDDEN_CREATURE_CASTE_FLAG:UNIQUE_DEMON]
[CE:FORBIDDEN_CREATURE_CASTE_FLAG:SUPERNATURAL]
[CE_ADD_TAG:NO_AGING:START:0:PEAK:0:END:5:ABRUPT:DWF_STRETCH:144]

Similar to the polymorph, this appearently allows bogeymen to masquerade as natural beasts. For what purpose, I don't know.

Entity tokens will require more digging to decipher. GLEE!

EDIT: Just saw new thread, reposting there.
« Last Edit: January 29, 2020, 07:27:40 am by Warlord255 »
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Eric Blank

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4291 on: January 29, 2020, 10:14:18 pm »

This is way more new toys than I thought we would be getting. Like the best late Christmas present ever.
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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4292 on: January 30, 2020, 01:32:44 pm »

What does tissue insulation do?
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FantasticDorf

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4293 on: January 30, 2020, 02:22:34 pm »

What does tissue insulation do?

Stops the cold, the insulation of fur and yarn affects how quickly it becomes cold (also extending to fat being insulative) especially on creatures such as Yeti's who live in the coldest climates and some common domestic creatures like rabbits.
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Logariter

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4294 on: January 30, 2020, 02:47:50 pm »

So will a creature with enough insulation be immune to cold?
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Earthbound Modder

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4295 on: January 30, 2020, 06:42:22 pm »

Has anyone cracked "blessings" yet? Is that a moddable system connected to divination and dice rolls or something else entirely?
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Taras

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4296 on: January 30, 2020, 07:27:14 pm »

What's about modding vanilla creatures for using new mechanics? Like hydra regeneration or stor,-causing blizzard men as examples.
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pikachu17

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4297 on: January 30, 2020, 07:44:47 pm »

Has anyone cracked "blessings" yet? Is that a moddable system connected to divination and dice rolls or something else entirely?
I am not 100% sure as I have not yet rolled a divination die, but I believe it is when you roll the dice you have a chance of MEDIUM_BLESSING or MEDIUM_CURSE.


What's about modding vanilla creatures for using new mechanics? Like hydra regeneration or stor,-causing blizzard men as examples.
That sounds cool.
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Logariter

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4298 on: February 01, 2020, 12:32:13 pm »

What happens if you give a creature 2 [BLOOD] tokens?
Edit: Only the lowest blood token in the creature is used.
« Last Edit: February 01, 2020, 12:42:55 pm by Logariter »
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TomiTapio

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4299 on: February 01, 2020, 05:11:11 pm »

What if a mod had three kinds of blood? animal/beast blood, people blood, and dwarf blood. And touching the blood gave you Negative Feelings.
Annoyance, confusion, nervousness, uneasiness.
What if 4th kind, enemy blood, and it cheered you.

Spoiler (click to show/hide)
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Eric Blank

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4300 on: February 01, 2020, 05:41:30 pm »

You can use one type of blood for animals and only one more type for sapients/people, and attach the syndromes directly to the creature's blood in their raw definition. And have different affected/immune creatures for each one. And thereby make the animal blood enormously distressing for elves, most races blood delightful to goblins and terrifying to those other races, and goblin blood delightful to other races and mildly worrying to goblins
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I make Spellcrafts!
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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4301 on: February 01, 2020, 05:42:28 pm »

What happens if you put multiple [MILKABLE] tokens on one creature?
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TomiTapio

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4302 on: February 01, 2020, 07:38:11 pm »

What happens if you put multiple [MILKABLE] tokens on one creature?
I reckon the last MILKABLE command overwrites the previous commands, as in many other commands.
"creature's milk C++ pointer to material" gets set upon the MILKABLE tag getting parsed, probably.

Now what if the milkable material was always a gas or a solid??
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Atkana

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4303 on: February 02, 2020, 02:27:28 am »

What happens if you put multiple [MILKABLE] tokens on one creature?
I'm not sure what happens if a caste has multiple [MILKABLE] tokens (I imagine you can't, given how the milk counter works internally), but since it is a caste-level token, you can make multiple different castes with their own unique milks, if that's useful to you at all. Don't forget that you still need to define each of the milk materials at a creature level first, unless you're planning on using an existing material.

Logariter

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4304 on: February 02, 2020, 04:05:00 am »

OK
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