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Author Topic: More abominations, taking requests.  (Read 54739 times)

Robosaur

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Re: More abominations, taking requests.
« Reply #120 on: November 26, 2012, 10:10:30 pm »

A creature that has a lot of easily severable parts, and an interaction it does that lets it body parts as fully formed clones of it.
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Gaybarowner

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Re: More abominations, taking requests.
« Reply #121 on: November 27, 2012, 08:24:47 am »

A creature that has the ability to reshape corpses into the same creature as itself... its also made of candy and it has 100 mouths plus no eyes it likes to trade and have fun and dislikes violence but feels very lonely..
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random_odd_guy

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Re: More abominations, taking requests.
« Reply #122 on: November 27, 2012, 06:24:18 pm »

I still see no Disciple of Armok. That saddens me, since a steel dwarf with molten steel blood that causes mass hemorrhaging on whatever it touches seems very FUN.

Dang, knew I missed some. what was the specifications for that again? Or I can just scroll back. One moment.
Quote
Take a dwarf and make it out of steel. Use molten steel for blood, and add a syndrome to the blood that causes other creatures to undergo massive hemorrhaging. If possible, give it an attack that involves throwing cats. Call it the Disciple of Armok.
Okay, that...let me just...that...actually is relatively simple...ish...ill get on that then.

Code: [Select]
[CREATURE:DISCIPLE_OF_ARMOK]
[DESCRIPTION:A short, sturdy creature fond of drink and industry.]
[NAME:armok disciple:armok disciples:armok disciplian]
[CASTE_NAME:armok disciple:armok disciples:armok disciplian]
[CREATURE_TILE:1][COLOR:7:0:0]
[CREATURE_SOLDIER_TILE:2]

Many of the following tags are actually caste-level tags (in this case, male and female), but because there are no differences between the castes for these tags in a dwarf, you can add them earlier.  Any caste-level tag that occurs before castes are explicitly declared is saved up and placed on any caste that is declared later, unless the caste is explicitly derived from another caste.

[INTELLIGENT]
[TRANCES]
[BENIGN]
[CANOPENDOORS]
[PREFSTRING:beards]
[BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:SKULL:5FINGERS:5TOES:MOUTH:TONGUE:FACIAL_FEATURES:TEETH:RIBCAGE]

Next we use body detail plans (which have their own raw file) to streamline the addition of some of the common materials, tissues and their relationships with each other.

[BODY_DETAIL_PLAN:STEEL_MATERIALS]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[BODY_DETAIL_PLAN:HEAD_HAIR_TISSUE_LAYERS]

Eyebrows and eyelashes are manually added here.

[USE_TISSUE_TEMPLATE:EYEBROW:EYEBROW_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:HEAD:EYEBROW:ABOVE:BY_CATEGORY:EYE]
[USE_TISSUE_TEMPLATE:EYELASH:EYELASH_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:EYELID:EYELASH:FRONT]

And nails.

[USE_MATERIAL_TEMPLATE:NAIL:NAIL_TEMPLATE]
[USE_TISSUE_TEMPLATE:NAIL:NAIL_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:FINGER:NAIL:FRONT]
[TISSUE_LAYER:BY_CATEGORY:TOE:NAIL:FRONT]

Set up some major arteries that couldn't be handled in the raw templates.  The selection commands can be used to grab tissue layers to adjust their properties after they have been created.

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

Then back to some more body detail plans.

[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUES]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]
[RELSIZE:BY_CATEGORY:LIVER:300] Of course!  Standard relative size for humanoids is 200.

Tendons and ligaments are currently very abstract, but adding these flags will let wounds occur that damage them.  The number afterward is the healing rate.  Lower is faster.

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

This makes the creature susceptible to severed nerves when muscles are torn in limb, grasp and stance parts.

[HAS_NERVES]

This controls the bleeding behavior.

[USE_MATERIAL_TEMPLATE:STEEL:BLOOD_TEMPLATE]
[BLOOD:LOCAL_CREATURE_MAT:STEEL:LIQUID]
[SYNDROME]
[SYN_NAME:OH GOD WHY]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_IMMUNE_CREATURE:DISPLE_OF_ARMOK:ALL]
[SYN_CONTACT]
[CE_BLEEDING:BP:BY_CATEGORY:ALL:SEV:1000:PROB:100:START:0:PEAK:100:END:200]
These classes are used by syndromes (such as poison) as well as some restricted entity positions.  You can name them whatever you want.

[CREATURE_CLASS:GENERAL_POISON]

Some tags to control the overall infection behavior.

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

Attributes for dwarves are still described in terms of the median value below, but the actual game effects are altered according to the raw numbers.  The numbers are different percentile values.  1000 is the human median for all attributes, so dwarven strength, for instance, has a higher median of 1250, although they suffer from their smaller size.

[PHYS_ATT_RANGE:STRENGTH:450:950:1150:1250:1350:1550:2250]              +
[PHYS_ATT_RANGE:AGILITY:150:600:800:900:1000:1100:1500]                 -
[PHYS_ATT_RANGE:TOUGHNESS:450:950:1150:1250:1350:1550:2250]             +
[MENT_ATT_RANGE:ANALYTICAL_ABILITY:450:950:1150:1250:1350:1550:2250]    +
[MENT_ATT_RANGE:FOCUS:700:1200:1400:1500:1600:1800:2500]                ++
[MENT_ATT_RANGE:CREATIVITY:450:950:1150:1250:1350:1550:2250]            +
[MENT_ATT_RANGE:PATIENCE:450:950:1150:1250:1350:1550:2250]              +
[MENT_ATT_RANGE:MEMORY:450:950:1150:1250:1350:1550:2250]                +
[MENT_ATT_RANGE:SPATIAL_SENSE:700:1200:1400:1500:1600:1800:2500]        ++

These tags establish the growth phases of the creature's life.  The format is (BODY_SIZE|<year>|<day>|<average size>).

[BODY_SIZE:0:0:3000]
[BODY_SIZE:1:168:15000]
[BODY_SIZE:12:0:60000]

These body modifiers give individual dwarves different characteristics.  In the case of HEIGHT, BROADNESS and LENGTH, the modifier is also a percentage change to the BODY_SIZE of the individual creature.  The seven numbers afterward give a distribution of ranges.  Each interval has an equal chance of occurring.

[BODY_APPEARANCE_MODIFIER:HEIGHT:75:95:98:100:102:105:125]
[APP_MOD_IMPORTANCE:500]
[BODY_APPEARANCE_MODIFIER:BROADNESS:75:95:98:100:102:105:125]
[APP_MOD_IMPORTANCE:500]

In order to set properties for body parts, first you select them.  In this case, we select all body parts of category EYE, then we add a few modifiers to them.

[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]
[BP_APPEARANCE_MODIFIER:LARGE_IRIS:25:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]

[SET_BP_GROUP:BY_CATEGORY:LIP]
[BP_APPEARANCE_MODIFIER:THICKNESS:50:70:90:100:110:130:200]
[APP_MOD_NOUN:lips:PLURAL]
[APP_MOD_DESC_RANGE:55:70:90:110:150:190]

[SET_BP_GROUP:BY_CATEGORY:NOSE]
[BP_APPEARANCE_MODIFIER:BROADNESS:25:70:90:100:110:130:200]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]
[BP_APPEARANCE_MODIFIER:LENGTH:25:70:90:100:110:130:200]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]
[BP_APPEARANCE_MODIFIER:UPTURNED:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:CONVEX:0:70:90:100:110:130:200]
[APP_MOD_NOUN:nose bridge:SINGULAR]

[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:HANGING_LOBES: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:GAPS:0:70:90:100:110:130:200]
[APP_MOD_NOUN:teeth:PLURAL]
[BP_APPEARANCE_MODIFIER:LENGTH:100:100:100:100:100:100:100] for vampires
[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]

These are as before.

[MAXAGE:150:170]

Attack definitions are formatted as follows:

[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:punch:punches]

This means that the attack will use as much of the available tissue as possible, rather than, say, thrusting with a spike.

[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:MAIN]

[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:kick:kicks]
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:SECOND]

This causes all of the nails on the finger's of a given grasp to be used.

[ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:GRASP:BY_CATEGORY:FINGER:NAIL]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:scratch:scratches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:SECOND]

This causes all of the teeth on a given head to be used.

[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_PRIORITY:SECOND]
[ATTACK_FLAG_CANLATCH]

Here, GENERAL_BABY_NAME is at the creature level, and BABYNAME is at the caste level.  These names could be gender-specific but aren't right now.

[BABY:1]
[GENERAL_BABY_NAME:dwarven baby:dwarven babies]
[BABYNAME:dwarven baby:dwarven babies]
[CHILD:12]
[GENERAL_CHILD_NAME:dwarven child:dwarven children]
[CHILDNAME:dwarven child:dwarven children]
[EQUIPS]
[CAVE_ADAPT]
[DIURNAL]

This is the new format for making specific unit names for a creature.  Any unit token can be used.  If you want to add a caste-specific profession name, use CASTE_PROFESSION_NAME instead, once the caste has been declared.

[PROFESSION_NAME:CRAFTSMAN:craftsdwarf:craftsdwarves]
[PROFESSION_NAME:FISHERMAN:fisherdwarf:fisherdwarves]
[PROFESSION_NAME:HAMMERMAN:hammerdwarf:hammerdwarves]
[PROFESSION_NAME:SPEARMAN:speardwarf:speardwarves]
[PROFESSION_NAME:CROSSBOWMAN:marksdwarf:marksdwarves]
[PROFESSION_NAME:AXEMAN:axedwarf:axedwarves]
[PROFESSION_NAME:SWORDSMAN:swordsdwarf:swordsdwarves]
[PROFESSION_NAME:MACEMAN:macedwarf:macedwarves]
[PROFESSION_NAME:PIKEMAN:pikedwarf:pikedwarves]
[PROFESSION_NAME:BOWMAN:bowdwarf:bowdwarves]
[PROFESSION_NAME:MASTER_CROSSBOWMAN:Elite Marksdwarf:Elite Marksdwarves]
[PROFESSION_NAME:MASTER_BOWMAN:Elite Bowdwarf:Elite Bowdwarves]
[SPEECH:dwarf.txt]
[HOMEOTHERM:10067]
[ALCOHOL_DEPENDENT]
[SWIMS_LEARNED][SWIM_SPEED:2500]
[PERSONALITY:IMMODERATION:0:55:100]
[PERSONALITY:VULNERABILITY:0:45:100]
[PERSONALITY:STRAIGHTFORWARDNESS:0:55:100]
[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_LIPS:lips]
[MANNERISM_CHEEK:cheek]
[MANNERISM_NAILS:nails]
[MANNERISM_FEET:feet]
[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]
[MANNERISM_EYELIDS]
[SPOUSE_CONVERSION_TARGET]

Now we'll declare the specific castes.

[CASTE:FEMALE]
The gender tag lets it know how breeding works.
[FEMALE]
[MULTIPLE_LITTER_RARE]
To add beards, put square brackets around the following:
BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS
[CASTE:MALE]
[MALE]
[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS]

This command lets you select all of the castes again.

[SELECT_CASTE:ALL]

Now we'll select all of the hair tissue layers we can find so that we can add colorations to them.  Even if the castes have different tissue layers, it'll find the layers and establish modifiers for each of the castes properly.

[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHEEK_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHIN_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:MOUSTACHE]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:SIDEBURNS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:EYEBROW]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:EYELASH]

A color modifier takes a list of color patterns (every color is associated to a monotone color pattern of its color, so you can also use color tokens) and frequencies.

[TL_COLOR_MODIFIER:AMBER:1:AUBURN:1:BLACK:1:BROWN:1:BUFF:1:BURNT_SIENNA:1:BURNT_UMBER:1:CHARCOAL:1:CHESTNUT:1:CHOCOLATE:1:CINNAMON:1:COPPER:1:DARK_BROWN:1:DARK_CHESTNUT:1:DARK_TAN:1:ECRU:1:FLAX:1:GOLD:1:GOLDEN_YELLOW:1:GOLDENROD:1:LIGHT_BROWN:1:MAHOGANY:1:OCHRE:1:PALE_BROWN:1:PALE_CHESTNUT:1:PUMPKIN:1:RAW_UMBER:1:RUSSET:1:SAFFRON:1:SEPIA:1:TAN:1:TAUPE_DARK:1:TAUPE_GRAY:1:TAUPE_MEDIUM:1:TAUPE_PALE:1:TAUPE_SANDY:1]
[TLCM_NOUN:hair:SINGULAR]
[TL_COLOR_MODIFIER:GRAY:1]

This gives the start and finish time in <year>|<days> for the color change to occur

[TLCM_NOUN:hair:SINGULAR]
[TLCM_TIMING:ROOT:80:0:130:0]
[TL_COLOR_MODIFIER:WHITE:1]
[TLCM_NOUN:hair:SINGULAR]
[TLCM_TIMING:ROOT:130:0:150:0]

Now we'll select the eyebrows and eyelashes and give them variable lengths.

[SET_TL_GROUP:BY_CATEGORY:HEAD:EYEBROW]
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:50:80:90:100:110:120:150]
[APP_MOD_NOUN:eyebrows:PLURAL]
[APP_MOD_DESC_RANGE:55:70:90:110:130:145]
[TISSUE_LAYER_APPEARANCE_MODIFIER:DENSE:50:80:90:100:110:120:150]
[APP_MOD_NOUN:eyebrows:PLURAL]
[APP_MOD_DESC_RANGE:55:70:90:110:130:145]
[TISSUE_LAYER_APPEARANCE_MODIFIER:HIGH_POSITION:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyebrows:PLURAL]

[SET_TL_GROUP:BY_CATEGORY:HEAD:EYELASH]
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:50:80:90:100:110:120:150]
[APP_MOD_NOUN:eyelashes:PLURAL]
[APP_MOD_DESC_RANGE:55:70:90:110:130:145]

All of the other hair is selected and started at length zero.  It's fine to group them all together like this -- the creature can still accomodate different lengths once hair cutting/styling goes in.  I used one modifier here because the growth rates and starting length are all the same.

[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHEEK_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHIN_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:MOUSTACHE]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:SIDEBURNS]
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:0:0:0:0:0:0:0]
[APP_MOD_NOUN:hair:SINGULAR]

Here we set the growth rate.  This will change the modifier (LENGTH) by 1 each day up to a maximum of 1000 from the start of the dwarf's life (early beards!) for as long as the dwarf is alive.  The format is (APP_MOD_RATE|<rate>|<scale>|<min>|<max>|<start year>|<start day>|<end year>|<end day>) where the final two tokens can be replaced by NO_END if the growth is to continue indefinitely.

[APP_MOD_RATE:1:DAILY:0:1000:0:0:NO_END]
[APP_MOD_DESC_RANGE:10:25:75:125:200:300]

[TISSUE_LAYER_APPEARANCE_MODIFIER:CURLY:0:70:90:100:110:130:200]
[APP_MOD_NOUN:hair:SINGULAR]
[TISSUE_LAYER_APPEARANCE_MODIFIER:GREASY:0:70:90:100:110:130:200]
[APP_MOD_NOUN:hair:SINGULAR]
[TISSUE_LAYER_APPEARANCE_MODIFIER:DENSE:50:80:90:100:110:120:150]
[APP_MOD_NOUN:hair:SINGULAR]
[APP_MOD_DESC_RANGE:55:70:90:110:130:145]

[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[TISSUE_STYLE_UNIT:HAIR:STANDARD_HAIR_SHAPINGS]
[TSU_NOUN:hair:SINGULAR]

[SET_TL_GROUP:BY_CATEGORY:HEAD:CHEEK_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHIN_WHISKERS]
[TISSUE_STYLE_UNIT:BEARD:STANDARD_BEARD_SHAPINGS]
[TSU_NOUN:beard:SINGULAR]

[SET_TL_GROUP:BY_CATEGORY:HEAD:MOUSTACHE]
[TISSUE_STYLE_UNIT:MOUSTACHE:STANDARD_MOUSTACHE_SHAPINGS]
[TSU_NOUN:moustache:SINGULAR]

[SET_TL_GROUP:BY_CATEGORY:HEAD:SIDEBURNS]
[TISSUE_STYLE_UNIT:SIDEBURNS:STANDARD_SIDEBURNS_SHAPINGS]
[TSU_NOUN:sideburns:PLURAL]

Here we handle nail length.

*** need a new style to keep these short and need to make the entity def say to keep them short
SET_TL_GROUP:BY_CATEGORY:FINGER:NAIL]
PLUS_TL_GROUP:BY_CATEGORY:TOE:NAIL]
TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:100:100:100:100:100:100:100]
APP_MOD_RATE:1:DAILY:0:1000:0:0:NO_END]
APP_MOD_NOUN:nails:PLURAL]

Here all of the skin is selected and various colors are listed.

[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]

[TISSUE_LAYER_APPEARANCE_MODIFIER:WRINKLY:0:0:0:0:0:0:0]
[APP_MOD_RATE:1:YEARLY:0:100:60:0:NO_END]
[APP_MOD_NOUN:skin:SINGULAR]
[APP_MOD_DESC_RANGE:0:0:0:1:25:50]

Now we do the eyes, using the somewhat clunky eye color patterns.

[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:IRIS_EYE_AMETHYST:1:IRIS_EYE_AQUAMARINE:1:IRIS_EYE_BRASS:1:IRIS_EYE_adamantine:1:IRIS_EYE_COBALT:1:IRIS_EYE_COPPER:1:IRIS_EYE_EMERALD:1:IRIS_EYE_GOLD:1:IRIS_EYE_HELIOTROPE:1:IRIS_EYE_JADE:1:IRIS_EYE_OCHRE:1:IRIS_EYE_RAW_UMBER:1:IRIS_EYE_RUST:1:IRIS_EYE_SILVER:1:IRIS_EYE_SLATE_GRAY:1:IRIS_EYE_TURQUOISE:1]
[TLCM_NOUN:eyes:PLURAL]

[BODY_DETAIL_PLAN:STEEL_MATERIALS]
This command is just a shortcut for the similar lines (USE_MATERIAL_TEMPLATE|<token>|<template>) in a creature definition.
[ADD_MATERIAL:STEEL:SKIN_TEMPLATE]
[ADD_MATERIAL:STEEL:FAT_TEMPLATE]
[ADD_MATERIAL:STEEL:MUSCLE_TEMPLATE]
[ADD_MATERIAL:STEEL:BONE_TEMPLATE]
[ADD_MATERIAL:STEEL:CARTILAGE_TEMPLATE]
[ADD_MATERIAL:STEEL:HAIR_TEMPLATE]
[ADD_MATERIAL:STEEL:TOOTH_TEMPLATE]
[ADD_MATERIAL:STEEL:EYE_TEMPLATE]
[ADD_MATERIAL:STEEL:NERVE_TEMPLATE]
[ADD_MATERIAL:STEEL:BRAIN_TEMPLATE]
[ADD_MATERIAL:STEEL:LUNG_TEMPLATE]
[ADD_MATERIAL:STEEL:HEART_TEMPLATE]
[ADD_MATERIAL:STEEL:LIVER_TEMPLATE]
[ADD_MATERIAL:STEEL:GUT_TEMPLATE]
[ADD_MATERIAL:STEEL:STOMACH_TEMPLATE]
[ADD_MATERIAL:STEEL:GIZZARD_TEMPLATE]
[ADD_MATERIAL:STEEL:PANCREAS_TEMPLATE]
[ADD_MATERIAL:STEEL:SPLEEN_TEMPLATE]
[ADD_MATERIAL:STEEL:KIDNEY_TEMPLATE]
[ADD_MATERIAL:STEEL:LEATHER_TEMPLATE]
[ADD_MATERIAL:STEEL:TALLOW_TEMPLATE]
[ADD_MATERIAL:STEEL:SOAP_TEMPLATE]
Alright, there, that SHOULD do it (no clue how to make it spawn and throw kittens though)
« Last Edit: November 27, 2012, 06:45:17 pm by random_odd_guy »
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Snake_Eyes

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Re: More abominations, taking requests.
« Reply #123 on: November 27, 2012, 06:37:47 pm »

Hi random_odd_guy would you be able to do any of these?

Three-faced, six-armed giant. Something like Brahma or Vishnu. Can learn and use equipment.

Scorpion-men with four arms, and six legs, a venomous pincer. They use four shields and carry a dozen spears to throw. They have antennae like the Phraint.

Co-joined triplet horses, they have lobster tails. They stay at a constant freezing temperature, and at death release a freezing cloud.

A caterpillar that shoots webs. It is made of pus, not blood.

A flying squid or shark that shoots lasers that sets things on fire.

A clockwork gnome made out of patchwork metal parts that shoots arrows. Each part is random, lead foot, iron chest, tin head. The arrows are made of all metals and are randomly shot.

Cheers,
:) Snake_Eyes
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random_odd_guy

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Re: More abominations, taking requests.
« Reply #124 on: November 27, 2012, 06:47:18 pm »

Hi random_odd_guy would you be able to do any of these?

Three-faced, six-armed giant. Something like Brahma or Vishnu. Can learn and use equipment.

Scorpion-men with four arms, and six legs, a venomous pincer. They use four shields and carry a dozen spears to throw. They have antennae like the Phraint.

Co-joined triplet horses, they have lobster tails. They stay at a constant freezing temperature, and at death release a freezing cloud.

A caterpillar that shoots webs. It is made of pus, not blood.

A flying squid or shark that shoots lasers that sets things on fire.

A clockwork gnome made out of patchwork metal parts that shoots arrows. Each part is random, lead foot, iron chest, tin head. The arrows are made of all metals and are randomly shot.

Cheers,
:) Snake_Eyes

No clue how to give things items by default, but I'll see what I can do. (any advice on that would be VERY appreciated, actually)
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Putnam

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Re: More abominations, taking requests.
« Reply #125 on: November 27, 2012, 08:12:28 pm »

No way to have them have items by default or throw creatures.

Anything that isn't here, here or... any of these really can't be done.

Replica

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Re: More abominations, taking requests.
« Reply #126 on: November 28, 2012, 08:10:11 am »

You can add creatures to the underground civs or make new underground civ entires, that will give them access to some items while not showing up as a "real" civ.
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random_odd_guy

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Re: More abominations, taking requests.
« Reply #127 on: November 28, 2012, 06:48:24 pm »

Thanks for the tips, and once again, if anyone finds their requested creature/syndrome/material/etc malfunctioning, please tell me, and I will try to fix it.

Any clue about temperature changes?
« Last Edit: December 03, 2012, 06:22:33 pm by random_odd_guy »
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ItinerantWraith

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Re: More abominations, taking requests.
« Reply #128 on: December 06, 2012, 09:42:21 pm »

We had to make up a bunch of monsters for two of my classes, so if you are bored I can post the pictures and you can go wild.
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sirinon

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Re: More abominations, taking requests.
« Reply #129 on: December 15, 2012, 07:06:13 pm »


Awesome abominations.

I have a request for Adventure mode !FUN!, could you make a Primarch "demigod" from the WH40K lore, description would be as follows :

- Basically a human Demigod.
- 9 Ft Tall.
- steel skeleton.
- 2x Hearts, 4X lungs, super strength and intelligence.
- Natural uber combat abilities.
- some kind of psychic attack ?
- Immortal.

basically a very hard to kill human

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CrzyMonkeyNinja

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Re: More abominations, taking requests.
« Reply #130 on: December 15, 2012, 10:23:26 pm »

A flying, intelligent, practically invulnerable (think sponge), roughly microwave sized (had to think of a common point of reference), limbless marshmallow with a face, called "Marshie the Marshmallow". It also can spit molten marshmallow blobs that burn the target. The description should read: "I'M an abomination and I'm coming to YOUR house after schooOOool!"

Hope you can make this one. Thanks in advance.
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Pokon

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Re: More abominations, taking requests.
« Reply #131 on: December 15, 2012, 10:37:40 pm »

A request:

A Tank. The large, metal, box with a large gun and treds, with the ability to shoot very deadly chunks of metal at dwarfs and has a
"AI" in the middle of it functioning as it's center of thought. Presumably a megabeast.
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Just Some Guy

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Re: More abominations, taking requests.
« Reply #132 on: December 16, 2012, 10:34:08 am »

A adamantine dog that leaves a trail of webs wherever it goes. It also breathes mustard gas, lays eggs, and is the size of Mt. Everest.

PTTG??

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Re: More abominations, taking requests.
« Reply #133 on: December 20, 2012, 11:35:06 am »

I've got some new abominations for you:

Mind Worms: an amorphous mass of maggoty worms which exude a dust or gas which causes parlizing terror or insanity on exposure. It should slowly gnaw away at the brains of individuals it has thus paralized.
Reverse Mermaid: Possibly a caste of mermaids. It's the other kind of mermaid, which appeals to practically-minded sailors.
Woad Toad: A frog the size of a small cat. Not agressive, but eating the meat causes raging insanity, as does licking it.
Mega-Buck: Gigantic deer. Really, really big. No special powers besides inherent massiveness.
Arboreal Land Octopus: Your conventional land-dwelling octopoid.
Magma Jellyfish - Swims in magma without a care in the world. Passive, but delicious.
Crypto-worm - Swimming magma worm. Very large, aggressive, and capable of beaching itself. It can emit a dust cloud of sparks

I would highly appreciate a couple of those, as I'm trying to mod them into the apocolypse mod and I am better at non-creature-based modding.
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Eric Blank

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Re: More abominations, taking requests.
« Reply #134 on: December 20, 2012, 05:10:12 pm »

I don't think it's possible for syndromes to cause insanity or otherwise affect emotions, besides causing "recieved major injuries lately" thoughts or transforming the infected into a [CRAZED] creature. Which may be fun...
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