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Author Topic: [MODDING] CREATURE & ENTITY QUESTIONS THREAD  (Read 698849 times)

Cato Caesius

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4800 on: October 15, 2020, 08:56:10 pm »

Thanks for the info, I will see whether it turns out to be an abomination or not.
« Last Edit: October 15, 2020, 08:58:18 pm by Cato Caesius »
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TomiTapio

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4801 on: October 16, 2020, 08:01:25 am »

Thats one of the things I dont understand, whats the diffrence between something like  MATERIAL:SKIN & TISSUE:SKIN? How are they used differently?
Tissues connect bodyparts, bleed, heal, scar, give fainting pain;
materials resist crushing/slashing/fire damage. And materials have value and crafting-enables.
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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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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4802 on: October 18, 2020, 07:22:17 am »

If add ingested syndrome to creature meat, will prepared meal made with this meat cause syndrome?
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Eric Blank

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4803 on: October 18, 2020, 01:30:31 pm »

Yes.
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I make Spellcrafts!
I have no idea where anything is. I have no idea what anything does. This is not merely a madhouse designed by a madman, but a madhouse designed by many madmen, each with an intense hatred for the previous madman's unique flavour of madness.

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4804 on: October 18, 2020, 08:35:37 pm »

Yes.
Thanks!

So, alcohol dishes give inebriation too or not?
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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4805 on: October 18, 2020, 08:39:12 pm »

I need extracted raws of this positions:
CUSTOM_LAW_MAKER
CUSTOM_MILITARY_STRATEGY
CUSTOM_GUILD_LEADER
CUSTOM_GUILD_ALDERPERSON
CUSTOM_GUILD_STEWARD
CUSTOM_GUILD_CLERK
CUSTOM_BANDIT_LEADER
CUSTOM_OUTCAST_LT
CUSTOM_OUTCAST_FACTOR
CUSTOM_MERCENARY_LEADER
CUSTOM_MERCENARY_TREASURER
CUSTOM_MILITARY_GOALS
CUSTOM_OFFICIAL_1
CUSTOM_OFFICIAL_2
CUSTOM_OFFICIAL_3
CUSTOM_OFFICIAL_4
CUSTOM_OFFICIAL_5
CUSTOM_OFFICIAL_6
CUSTOM_OFFICIAL_7
CUSTOM_OFFICIAL_8
CUSTOM_OFFICIAL_9
CUSTOM_OFFICIAL_10
CUSTOM_OFFICIAL_11

And I hear about human generated position WARRIOR, but didn't find it.
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pisskop

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4806 on: October 18, 2020, 08:40:35 pm »

Custom implies that it is generated by the game's hard code.  There is no raw data for those.

Maybe somebody has datamined the specifics, but I havent seen it.
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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4807 on: October 18, 2020, 09:52:47 pm »

Custom implies that it is generated by the game's hard code.  There is no raw data for those.

Maybe somebody has datamined the specifics, but I havent seen it.
EXTRACTED. Like code of glass or water, that is also hardcoded, but wiki have extracted data (similar to raw codes).

Yes, I search for this datamining result.
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Asin

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4808 on: October 21, 2020, 08:52:42 pm »

What would I do when using RELSIZE for limbs exactly? I know in the vanilla game there's raws for having stuff like big necks, but what's the raws term for arms and legs?

Basically, I need to know how to fill in this here blank, [RELSIZE:BY_CATEGORY:?:1000], and get long arms and legs.
« Last Edit: October 21, 2020, 09:02:05 pm by Asin »
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pisskop

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4809 on: October 21, 2020, 09:22:03 pm »

the limbs are the specific parts.  The upper legs, lower legs, upper arms, lower arms, and possibly the foot, hand, and individual digits.

relsize is short for relative size.  i.e. a comparison to the rest of the creature.  setting it outlandishly high will result in a snakelike creature with a tiny body.  A humanoid starfish.
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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!

Eric Blank

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4810 on: October 22, 2020, 02:14:43 am »

I double check what category to use by looking in the body_default.txt file for the body parts the creature has.
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I make Spellcrafts!
I have no idea where anything is. I have no idea what anything does. This is not merely a madhouse designed by a madman, but a madhouse designed by many madmen, each with an intense hatred for the previous madman's unique flavour of madness.

TomiTapio

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4811 on: October 24, 2020, 07:35:51 am »

The Dwarf Portrait software will/used-to draw all the limbs and to scale, using RELSIZE.
http://www.bay12forums.com/smf/index.php?topic=158930.75

Ask and you shall receive.



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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

ChaosPotato

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4812 on: October 24, 2020, 11:35:26 pm »

How do I make a creature bleed steam?
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pisskop

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4813 on: October 25, 2020, 04:28:51 am »

you could heat the blood up enough to come out as liquid and immediately steam.

you could lower the boiling temperature of just this creatures blood without changing its other 'blood' properties.  blood is a specific material that most creatures share.

you could use literal water (or any other material) in lue of blood.


To do the first merely call up its blood as you would a venom and define it to have a high temp.  it wont 'be that hot' inside the creature, but once it leaves it can and will damage anything it touches if you make it hot enough.

To do the second you pull up the blood material in the creature raw and lower its boiling temp to below room temperature, similar to how you do it above.

To do the third you replace its blood with whatever.  iron man does this.
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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!

ChaosPotato

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4814 on: October 25, 2020, 12:20:03 pm »

you could heat the blood up enough to come out as liquid and immediately steam.

you could lower the boiling temperature of just this creatures blood without changing its other 'blood' properties.  blood is a specific material that most creatures share.

you could use literal water (or any other material) in lue of blood.


To do the first merely call up its blood as you would a venom and define it to have a high temp.  it wont 'be that hot' inside the creature, but once it leaves it can and will damage anything it touches if you make it hot enough.

To do the second you pull up the blood material in the creature raw and lower its boiling temp to below room temperature, similar to how you do it above.

To do the third you replace its blood with whatever.  iron man does this.
...but how do I use hardcoded materials as creature materials?
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