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Author Topic: [MODDING] CREATURE & ENTITY QUESTIONS THREAD  (Read 699052 times)

UselessMcMiner

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4665 on: June 08, 2020, 12:46:34 pm »

Why does it break if recuperation is always at 0? Also how should I make them more tough and resistant to attacks?
« Last Edit: June 08, 2020, 12:52:22 pm by UselessMcMiner »
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The scouts have been fighting a giant capuchin for the past month now. They still haven't killed it.

Obsidian 1053

The Sentries are still fighting the capuchin. For two monthes they have done nothing but punch this monkey.

Eric Blank

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4666 on: June 08, 2020, 01:09:55 pm »

It probably wont actually. Wounds taken in worldgen dont tend to heal anyway.

To toughen them, make their toughness attribute really high like at lowest 3000 going up to 5000, and adding a general material force multiplier of 1:2 would halve the force of blows they take.
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UselessMcMiner

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4667 on: June 08, 2020, 01:34:32 pm »

How do I add the general material force multiplier?
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The scouts have been fighting a giant capuchin for the past month now. They still haven't killed it.

Obsidian 1053

The Sentries are still fighting the capuchin. For two monthes they have done nothing but punch this monkey.

TomiTapio

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4668 on: June 08, 2020, 03:00:46 pm »

How do I add the general material force multiplier?
Inside a caste definition section,
[GENERAL_MATERIAL_FORCE_MULTIPLIER:1:2]
https://dwarffortresswiki.org/index.php/DF2014:Creature_token#GENERAL_MATERIAL_FORCE_MULTIPLIER
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
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Rekov

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4669 on: June 09, 2020, 01:34:54 pm »

What tags is it necessary to add to the Dwarves entity so that they will come to my playable elves' fort for trade?

I've added the following progress triggers which seem reasonable to me. So far I haven't ever gotten dwarves to come. Maybe I've been unlucky with my embarks.
Code: [Select]
[PROGRESS_TRIGGER_POPULATION:0]
[PROGRESS_TRIGGER_PRODUCTION:1]
[PROGRESS_TRIGGER_TRADE:1]
[PROGRESS_TRIGGER_POP_SIEGE:3]
[PROGRESS_TRIGGER_PROD_SIEGE:2]
[PROGRESS_TRIGGER_TRADE_SIEGE:0]
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TomiTapio

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4670 on: June 09, 2020, 02:00:02 pm »

What tags is it necessary to add to the Dwarves entity so that they will come to my playable elves' fort for trade?
I've added the following progress triggers which seem reasonable to me. So far I haven't ever gotten dwarves to come. Maybe I've been unlucky with my embarks.
Got an ACTIVE_SEASON for trade/siege defined?

Spoiler (click to show/hide)
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

Rekov

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4671 on: June 09, 2020, 03:04:28 pm »

Yeah, I mean it's the default Mountain entity to which I just added progress trigger tags. It's still got [ACTIVE_SEASON:AUTUMN].

Perhaps I've just been unlucky with the embarks I've used to test it
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pisskop

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4672 on: June 09, 2020, 03:29:08 pm »

Make sure you piss them off good and proper by killing any dwarves and caravans you see.

Dwarves have, from my worldgen experience, not been incredibly aggressive.  Almost all their wars are defensive in nature.  Perhaps this behavior can extend to their civ-level ai in fortress mode
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Rekov

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4673 on: June 09, 2020, 03:40:50 pm »

I was talking about dwarves coming for trade more than dwarves coming to siege. I can't get them to send a caravan.
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Asin

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4674 on: June 09, 2020, 06:47:18 pm »

How would you have a creature have "mitten-like" hands? I'm trying to make a King Dedede style creature for testing.

Also, will feet work as normal if they are directly connected to the lower body instead of legs?
I know this is more of a body question rather than a creature or entity question, but body and creature modding seem to go hand in hand, do they not?

pisskop

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4675 on: June 09, 2020, 07:57:15 pm »

add a custom body part for a hand, wherein it has a thumb and one elongated 'finger'


look in body detail plan and find a hand with fingers, then copy paste that and delete the extra fingers.  Then find appropriate tags for elongating a part.  I would consider making your mitten-finger a 'grasping' part, since no grasping will occur without it.  Then rename the part and add it to your monster.
« Last Edit: June 09, 2020, 07:59:23 pm by pisskop »
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drealmerz7 - pk was supreme pick for traitor too I think, and because of how it all is and pk is he is just feeding into the trollfucking so well.
PKs DF Mod!

TomiTapio

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4676 on: June 10, 2020, 06:25:17 am »

To replace whole arm and hand with pincers / mittened-arm:
[BODY:UPPERBODY_PINCERS]
   [BP:R_UB_PINCER:right pincer:STP][CONTYPE:UPPERBODY][GRASP]
[CATEGORY:PINCER]
      [DEFAULT_RELSIZE:300]
   [BP:L_UB_PINCER:left pincer:STP][CONTYPE:UPPERBODY][GRASP]
[CATEGORY:PINCER]
      [DEFAULT_RELSIZE:300]
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

Mechanixm

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4677 on: June 11, 2020, 12:52:37 pm »

I'd love to hear ya'lls thoughts on my issues with the "Make Large wooden Gem" reaction at the CRAFTSMAN.  Is it possible to recreate that reaction in Vanilla DF?

http://www.bay12forums.com/smf/index.php?topic=176638.0

Asin

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4678 on: June 11, 2020, 07:09:27 pm »

How would you give a creature a tail attack? Like a tail slap or something like that?

pisskop

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4679 on: June 11, 2020, 07:15:23 pm »

http://dwarffortresswiki.org/index.php/DF2014:Creature_token#ATTACK
   
[ATTACK:WHIP:BODYPART:BY_CATEGORY:TAIL]  I believe there are several types ie: whip/gore/etc
      [ATTACK_SKILL:GRASP_STRIKE]  Grasp_strike doesnt not mean it will latch on, only that it is striking with a limb
      [ATTACK_VERB:strike:strikes]  in game verb used for 1st and 3rd person
      [ATTACK_CONTACT_PERC:100]  How much of said part is used to attack.
      [ATTACK_PENETRATION_PERC:100]  How much can penetrate
      [ATTACK_PREPARE_AND_RECOVER:4:4]  How long it takes to attack and then recover.  3 is default, 4 is longer.
      [ATTACK_FLAG_WITH]
      [ATTACK_PRIORITY:SECOND]  defines how often it is used.  primary means it will do the attack at random along with its other attacks.  Secondary means it will on use it when almost guaranteed to hit or once every 100 or so attacks.
« Last Edit: June 11, 2020, 07:19:49 pm by pisskop »
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Pisskop's Reblancing Mod - A C:DDA Mod to make life a little (lot) more brutal!
drealmerz7 - pk was supreme pick for traitor too I think, and because of how it all is and pk is he is just feeding into the trollfucking so well.
PKs DF Mod!
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