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Author Topic: [Community Mod 44.12] Teh LOLmod 1.7.61  (Read 85842 times)

pikachu17

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Re: [Community Mod 43.05] Teh LOLmod 1.7.23 ~ Presidential Election Edition
« Reply #255 on: November 04, 2016, 01:11:13 pm »

what positions do they have? try without the king and queen, and their positions, and see how many there are then. if it's anything like mine, having no kings and queen positions should help.
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Enemy post

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Re: [Community Mod 43.05] Teh LOLmod 1.7.23 ~ Presidential Election Edition
« Reply #256 on: November 04, 2016, 04:56:30 pm »

Alright, without King or Queen positions they didn't have too much population, but that could be because they were destroyed by a dragon after almost 200 years.  That sounds like it'll work though, removing the actual king and queen positions, adding lifespans, and keeping the caste ratios as they are. I'll generate some more worlds.

*Alright, a world where they didn't die had a reasonable amount. Apiks, is the new release planned for after the copters and Trojans are done?
« Last Edit: November 04, 2016, 05:09:01 pm by Enemy post »
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apiks

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Re: [Community Mod 43.05] Teh LOLmod 1.7.23 ~ Presidential Election Edition
« Reply #257 on: November 05, 2016, 01:55:18 am »

Yes, I had planned the new release after them.
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Enemy post

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Re: [Community Mod 43.05] Teh LOLmod 1.7.23 ~ Presidential Election Edition
« Reply #258 on: November 05, 2016, 08:35:10 pm »

I was considering how to do the Trojans. I noticed that crying is triggered by any extreme emotion, not just sadness. However, there is the [NEGATIVE_SOCIAL_RESPONSE] trigger for interactions. That is only used in the base game for spitting, but could probably be used to transform a creature if someone makes them mad, such as by being a murderer or getting into an argument. If that's the trigger, what if we made the Trojan concept the Incredible Hulk as a deity curse? I was thinking it would give them a bunch of combat boosting tags and a massive strength buff, but makes them feel the Rage emotion and gives the [CRAZED] tag so they try to kill everyone in sight until the transformation wears off. Also, it should turn their tile green.

I think it might be interesting, since it keeps the affected victim a potential threat, but they could be potentially be used to fight invaders or inconvenient nobles if treated very carefully the rest of the time. As for the original Trojan horses, what if they are regular sized wooden horses that have all the sabotage related tags, so a Trojan that gets into the fort would sneak around and do things like flip levers and drink your ale.

Or we could try both, or neither of course.

Here are my current hellacopters and their civ, so you don't need to search through the thread.

Code: [Select]
creature_hellacopter

[OBJECT:CREATURE]

[CREATURE:HELLACOPTER_PIKACHU]
[NAME:hellacopter:hellacopters:hellacopter][DESCRIPTION:This flaming monster likes to steal. It however is no mere kobold. pray it glitches on the envirorment.]
[CREATURE_TILE:'&'][EVIL][FIREIMMUNE_SUPER][NOT_LIVING][TRAPAVOID][WEBIMMUNE]
[LOCKPICKER][NOBREATHE][NOSTUN][NO_SLEEP]
[NO_EAT][NOPAIN][NOEXERT][IMMOLATE][INTELLIGENT][COLOR:0:0:1][FLIER]
[CRAZED][NOT_LIVING][CAN_LEARN][FIXED_TEMP:20000][CANOPENDOORS]
[CREATURE_CLASS:DEMON][CREATURE_CLASS:INORGANIC][CREATURE_CLASS:EVIL]
[CREATURE_CLASS:EXTREDIMENSIONAL][CREATURE_CLASS:ALL][CREATURE_CLASS:INTELLIGENT]
   [ODOR_LEVEL:0]
CREATURE_CLASS:GENERAL_POISIN[ALL_ACTIVE][EQUIPS][NOBREATHE]
   [EXTRAVISION]
   [TISSUE:GEAR]
      [TISSUE_NAME:gear:gears]
      [TISSUE_MATERIAL:INORGANIC:COPPER]
      [MUSCULAR]
      [FUNCTIONAL]
      [STRUCTURAL]
      [RELATIVE_THICKNESS:50]
      [CONNECTS]
      [TISSUE_SHAPE:LAYER]
   [TISSUE:METAL]
      [TISSUE_NAME:metal:metal]
      [TISSUE_MATERIAL:INORGANIC:COPPER]
      [MUSCULAR]
      [STRUCTURAL]
      [RELATIVE_THICKNESS:10]
      [CONNECTS]
      [TISSUE_SHAPE:LAYER]
   [ITEMCORPSE:BAR:NONE:INORGANIC:COPPER]

[CASTE:NORMALF]
   [PREFSTRING:inadaquacy compared to gunner hellacopters]
   [CASTE_NAME:hellacopter:hellacopters:hellacopter]   [BODY:UB_PIKACHU:LB_PIKACHU:HEAD_NONECK_PIKACHU:METAL_BRAIN:ROTORS:BASIC_3PARTARMS][DIFFICULTY:5][FEMALE][MULTIPLE_LITTER_RARE]
   [TISSUE_LAYER:BY_CATEGORY:ALL:GEAR]
   [TISSUE_LAYER:BY_CATEGORY:ALL:METAL]
      [BODY_SIZE:0:0:40000]
[POP_RATIO:10000]
[MAXAGE:60:120]
[CASTE:NORMALM]
   [PREFSTRING:inadaquacy compared to gunner hellacopters]
   [CASTE_NAME:hellacopter:hellacopters:hellacopter]   [BODY:UB_PIKACHU:LB_PIKACHU:HEAD_NONECK_PIKACHU:METAL_BRAIN:ROTORS:BASIC_3PARTARMS][DIFFICULTY:5][MALE]
   [TISSUE_LAYER:BY_CATEGORY:ALL:GEAR]
   [TISSUE_LAYER:BY_CATEGORY:ALL:METAL]
      [BODY_SIZE:0:0:40000]
[POP_RATIO:10000]
[MAXAGE:60:120]

[CASTE:GUNNERM]fear it's power [DIFFICULTY:13]
   [CASTE_NAME:hellacopter gunner:hellacopter gunners:hellacopter]
[BODY:UB_PIKACHU:LB_PIKACHU:HEAD_NONECK_PIKACHU:METAL_BRAIN:ROTORS:GUNARMS_PIKACHU]   
   [PREFSTRING:awesome ability to kill you]
   [PREFSTRING:killer cannons] [MAXAGE:60:120]
   [PREFSTRING:GUNS!!!]   [BODY_SIZE:0:0:40000]
[POP_RATIO:1000][MALE]
   [CAN_DO_INTERACTION:MATERIAL_EMISSION_12X]
      [CDI:ADV_NAME:shoot iron bullets from left cannon]
      [CDI:USAGE_HINT:ATTACK]
      [CDI:BP_REQUIRED:BY_TOKEN:LGUN]
      [CDI:MATERIAL:INORGANIC:IRON:SOLID_GLOB]
      [CDI:TARGET:C:LINE_OF_SIGHT]
      [CDI:TARGET_RANGE:C:15]
      [CDI:VERB:shoot:shoots:NA]   
      [CDI:TARGET_VERB:realize your doom is upon you:fears for his life!:NA]                 
 [CDI:MAX_TARGET_NUMBER:C:1]
      [CDI:WAIT_PERIOD:700]
      [CDI:FREE_ACTION]

   [CAN_DO_INTERACTION:MATERIAL_EMISSION_12X]
      [CDI:ADV_NAME:shoot iron bullets from right cannon]
      [CDI:USAGE_HINT:ATTACK]
      [CDI:BP_REQUIRED:BY_TOKEN:RGUN]
      [CDI:MATERIAL:INORGANIC:IRON:SOLID_GLOB]
      [CDI:TARGET:C:LINE_OF_SIGHT]
      [CDI:TARGET_RANGE:C:15]
      [CDI:VERB:shoot:shoots:NA]   
      [CDI:TARGET_VERB:realize your doom is upon you:fears for his life!:NA]                 
 [CDI:MAX_TARGET_NUMBER:C:1]
      [CDI:WAIT_PERIOD:700]
      [CDI:FREE_ACTION]
   [TISSUE_LAYER:BY_CATEGORY:ALL:GEAR]
   [TISSUE_LAYER:BY_CATEGORY:ALL:METAL]

[CASTE:GUNNERF]fear it's power [DIFFICULTY:13]
   [CASTE_NAME:hellacopter gunner:hellacopter gunners:hellacopter]
[BODY:UB_PIKACHU:LB_PIKACHU:HEAD_NONECK_PIKACHU:METAL_BRAIN:ROTORS:GUNARMS_PIKACHU]    [MAXAGE:60:120]
   [PREFSTRING:awesome ability to kill you]
   [PREFSTRING:killer cannons][FEMALE][MULTIPLE_LITTER_RARE]
   [PREFSTRING:GUNS!!!]   [BODY_SIZE:0:0:40000]
[POP_RATIO:1000]
   [CAN_DO_INTERACTION:MATERIAL_EMISSION_12X]
      [CDI:ADV_NAME:shoot iron bullets from left cannon]
      [CDI:USAGE_HINT:ATTACK]
      [CDI:BP_REQUIRED:BY_TOKEN:LGUN]
      [CDI:MATERIAL:INORGANIC:IRON:SOLID_GLOB]
      [CDI:TARGET:C:LINE_OF_SIGHT]
      [CDI:TARGET_RANGE:C:15]
      [CDI:VERB:shoot:shoots:NA]   
      [CDI:TARGET_VERB:realize your doom is upon you:fears for his life!:NA]                 
 [CDI:MAX_TARGET_NUMBER:C:1]
      [CDI:WAIT_PERIOD:700]
      [CDI:FREE_ACTION]

   [CAN_DO_INTERACTION:MATERIAL_EMISSION_12X]
      [CDI:ADV_NAME:shoot iron bullets from right cannon]
      [CDI:USAGE_HINT:ATTACK]
      [CDI:BP_REQUIRED:BY_TOKEN:RGUN]
      [CDI:MATERIAL:INORGANIC:IRON:SOLID_GLOB]
      [CDI:TARGET:C:LINE_OF_SIGHT]
      [CDI:TARGET_RANGE:C:15]
      [CDI:VERB:shoot:shoots:NA]   
      [CDI:TARGET_VERB:realize your doom is upon you:fears for his life!:NA]                 
 [CDI:MAX_TARGET_NUMBER:C:1]
      [CDI:WAIT_PERIOD:700]
      [CDI:FREE_ACTION]
   [TISSUE_LAYER:BY_CATEGORY:ALL:GEAR]
   [TISSUE_LAYER:BY_CATEGORY:ALL:METAL]

[CASTE:KING] [DIFFICULTY:13]
   [CASTE_NAME:hellacopter king:hellacopter kings:hellacopter]
[BODY:UB_PIKACHU:LB_PIKACHU:HEAD_NONECK_PIKACHU:METAL_BRAIN:ROTORS:GUNARMS_PIKACHU]   
   [MALE]
   [PREFSTRING:royalty]   [BODY_SIZE:0:0:40000]
[POP_RATIO:5]
   [CAN_DO_INTERACTION:MATERIAL_EMISSION_12X]
      [CDI:ADV_NAME:shoot iron bullets from left cannon]
      [CDI:USAGE_HINT:ATTACK]
      [CDI:BP_REQUIRED:BY_TOKEN:LGUN]
      [CDI:MATERIAL:INORGANIC:IRON:SOLID_GLOB]
      [CDI:TARGET:C:LINE_OF_SIGHT]
      [CDI:TARGET_RANGE:C:15]
      [CDI:VERB:shoot:shoots:NA]   
      [CDI:TARGET_VERB:realize your doom is upon you:fears for his life!:NA]                 
 [CDI:MAX_TARGET_NUMBER:C:1]
      [CDI:WAIT_PERIOD:1]
      [CDI:FREE_ACTION]

   [CAN_DO_INTERACTION:MATERIAL_EMISSION_12X]
      [CDI:ADV_NAME:shoot iron bullets from right cannon]
      [CDI:USAGE_HINT:ATTACK]
      [CDI:BP_REQUIRED:BY_TOKEN:RGUN]
      [CDI:MATERIAL:INORGANIC:IRON:SOLID_GLOB]
      [CDI:TARGET:C:LINE_OF_SIGHT]
      [CDI:TARGET_RANGE:C:15]
      [CDI:VERB:shoot:shoots:NA]   
      [CDI:TARGET_VERB:realize your doom is upon you:fears for his life!:NA]                 
 [CDI:MAX_TARGET_NUMBER:C:1]
      [CDI:WAIT_PERIOD:1]
      [CDI:FREE_ACTION]

   [TISSUE_LAYER:BY_CATEGORY:ALL:GEAR]
   [TISSUE_LAYER:BY_CATEGORY:ALL:METAL]

[CASTE:QUEEN][DIFFICULTY:13]
   [CASTE_NAME:hellacopter queen:hellacopter queens:hellacopter]
[BODY:UB_PIKACHU:LB_PIKACHU:HEAD_NONECK_PIKACHU:METAL_BRAIN:ROTORS:GUNARMS_PIKACHU]   
   [FEMALE][MULTIPLE_LITTER_RARE]
   [PREFSTRING:royalty]   [BODY_SIZE:0:0:5000000]

[POP_RATIO:1]
[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:Fire left cannon]
[CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_TOKEN:LGUN]
[CDI:MATERIAL:INORGANIC:SLADE:SOLID_GLOB]
      [CDI:VERB:shoot:shoots:NA]   
      [CDI:TARGET_VERB:realize your doom is upon you:fears for his life!:NA]                 
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:15]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:20]

[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:Fire right cannon]
[CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_TOKEN:RGUN]
[CDI:MATERIAL:INORGANIC:SLADE:SOLID_GLOB]
      [CDI:VERB:shoot:shoots:NA]   
      [CDI:TARGET_VERB:realize your doom is upon you:fears for his life!:NA]                 
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:15]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:20]
   [TISSUE_LAYER:BY_CATEGORY:ALL:GEAR]
   [TISSUE_LAYER:BY_CATEGORY:ALL:METAL]



[CASTE:POISONM] [DIFFICULTY:13]
   [CASTE_NAME:hellacopter poisoner:hellacopter poisoners:hellacopter]
[BODY:UB_PIKACHU:LB_PIKACHU:HEAD_NONECK_PIKACHU:METAL_BRAIN:ROTORS:GUNARMS_PIKACHU]   
   [PREFSTRING:venom] [MAXAGE:60:120]
 [BODY_SIZE:0:0:40000][MALE]
 [USE_MATERIAL_TEMPLATE:POISON:CREATURE_EXTRACT_TEMPLATE]Thanks Indigo!
      [STATE_NAME:ALL_SOLID:frozen hellacopter poison]
      [STATE_ADJ:ALL_SOLID:frozen hellacopter poison]
      [STATE_NAME:LIQUID:hellacopter poison]
      [STATE_ADJ:LIQUID:hellacopter poison]
      [STATE_NAME:GAS:boiling hellacopter poison]
      [STATE_ADJ:GAS:boiling hellacopter poison]
      [PREFIX:NONE] [POP_RATIO:1000]
      [SYNDROME]
         [SYN_NAME:hellacopter poison]
         [SYN_AFFECTED_CLASS:GENERAL_POISON]
         [SYN_IMMUNE_CREATURE:HELLACOPTER:ALL]
         [SYN_INHALED]
         [SYN_INGESTED]
         [SYN_CONTACT]
         [CE_PAIN:SEV:200:PROB:100:RESISTABLE:LOCALIZED:VASCULAR_ONLY:START:0:PEAK:1:END:900]
         [CE_BLEEDING:SEV:200:PROB:100:RESISTABLE:LOCALIZED:VASCULAR_ONLY:START:0:PEAK:1:END:1500]

   [CAN_DO_INTERACTION:MATERIAL_EMISSION]
      [CDI:ADV_NAME:Spit poison]
      [CDI:USAGE_HINT:TORMENT]
      [CDI:USAGE_HINT:ATTACK]
      [CDI:BP_REQUIRED:BY_CATEGORY:MOUTH]
      [CDI:MATERIAL:LOCAL_CREATURE_MAT:POISON:LIQUID_GLOB]
      [CDI:VERB:spit:spits:NA]
      [CDI:TARGET:C:LINE_OF_SIGHT]
      [CDI:TARGET_RANGE:C:15]
      [CDI:MAX_TARGET_NUMBER:C:1]
      [CDI:WAIT_PERIOD:400]

   [TISSUE_LAYER:BY_CATEGORY:ALL:GEAR]
   [TISSUE_LAYER:BY_CATEGORY:ALL:METAL]

[CASTE:POISONF] [DIFFICULTY:13]
   [CASTE_NAME:hellacopter poisoner:hellacopter poisoners:hellacopter]
[BODY:UB_PIKACHU:LB_PIKACHU:HEAD_NONECK_PIKACHU:METAL_BRAIN:ROTORS:GUNARMS_PIKACHU]   
   [PREFSTRING:venom]  [FEMALE][MULTIPLE_LITTER_RARE]
 [BODY_SIZE:0:0:40000] [MAXAGE:60:120]
 [USE_MATERIAL_TEMPLATE:POISON:CREATURE_EXTRACT_TEMPLATE]Thanks Indigo!
      [STATE_NAME:ALL_SOLID:frozen hellacopter poison]
      [STATE_ADJ:ALL_SOLID:frozen hellacopter poison]
      [STATE_NAME:LIQUID:hellacopter poison]
      [STATE_ADJ:LIQUID:hellacopter poison]
      [STATE_NAME:GAS:boiling hellacopter poison]
      [STATE_ADJ:GAS:boiling hellacopter poison]
      [PREFIX:NONE] [POP_RATIO:1000]
      [SYNDROME]
         [SYN_NAME:hellacopter poison]
         [SYN_AFFECTED_CLASS:GENERAL_POISON]
         [SYN_IMMUNE_CREATURE:HELLACOPTER:ALL]
         [SYN_INHALED]
         [SYN_INGESTED]
         [SYN_CONTACT]
         [CE_PAIN:SEV:200:PROB:100:RESISTABLE:LOCALIZED:VASCULAR_ONLY:START:0:PEAK:1:END:900]
         [CE_BLEEDING:SEV:200:PROB:100:RESISTABLE:LOCALIZED:VASCULAR_ONLY:START:0:PEAK:1:END:1500]

   [CAN_DO_INTERACTION:MATERIAL_EMISSION]
      [CDI:ADV_NAME:Spit poison]
      [CDI:USAGE_HINT:TORMENT]
      [CDI:USAGE_HINT:ATTACK]
      [CDI:BP_REQUIRED:BY_CATEGORY:MOUTH]
      [CDI:MATERIAL:LOCAL_CREATURE_MAT:POISON:LIQUID_GLOB]
      [CDI:VERB:spit:spits:NA]
      [CDI:TARGET:C:LINE_OF_SIGHT]
      [CDI:TARGET_RANGE:C:15]
      [CDI:MAX_TARGET_NUMBER:C:1]
      [CDI:WAIT_PERIOD:400]

   [TISSUE_LAYER:BY_CATEGORY:ALL:GEAR]
   [TISSUE_LAYER:BY_CATEGORY:ALL:METAL]



[SELECT_CASTE:ALL]
   [ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]
      [ATTACK_SKILL:GRASP_STRIKE]
      [ATTACK_VERB:hit:hits]
      [ATTACK_CONTACT_PERC:100]
      [ATTACK_PREPARE_AND_RECOVER:3:3]
      [ATTACK_FLAG_WITH]
      [ATTACK_PRIORITY:MAIN]

   [APPLY_CREATURE_VARIATION:STANDARD_BIPED_GAITS:900:675:450:225:1900:2900] 39 kph
   [APPLY_CREATURE_VARIATION:STANDARD_CLIMBING_GAITS:900:675:450:225:1900:2900] 39 kph
   [APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS::900:675:450:225:1900:2900] 39 kph
   [APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:2990:2257:1525:731:4300:6100] 12 kph   [APPLY_CREATURE_VARIATION:STANDARD_FLYING_GAITS:900:528:352:176:1900:2900] 50 kph

Code: [Select]
[ENTITY:SKIES_PIKACHU]mostly copied kobold
   [CREATURE:HELLACOPTER_PIKACHU]
   [TRANSLATION:DWARF]
   no armor or weapons, they'd just melt right off.
   [USE_CAVE_ANIMALS]    [USE_ANIMAL_PRODUCTS]
   [FRIENDLY_COLOR:6:0:0]
   [DEFAULT_SITE_TYPE:CAVE]
   [LIKES_SITE:CAVE]
   [TOLERATES_SITE:CAVE]
   [START_BIOME:MOUNTAIN]
   [START_BIOME:NOT_FREEZING]
   [BIOME_SUPPORT:ANY_WETLAND:3]
   [BIOME_SUPPORT:ANY_DESERT:1]
   [BIOME_SUPPORT:ANY_FOREST:2]
   [BIOME_SUPPORT:ANY_LAKE:2]
   [BIOME_SUPPORT:MOUNTAIN:3]
   [BIOME_SUPPORT:ANY_GRASSLAND:1]
   [BIOME_SUPPORT:ANY_SAVANNA:1]
   [BIOME_SUPPORT:ANY_SHRUBLAND:1]
   [BIOME_SUPPORT:ANY_RIVER:1]
   [PROGRESS_TRIGGER_POPULATION:1]
   [PROGRESS_TRIGGER_PRODUCTION:1]
   [PROGRESS_TRIGGER_TRADE:1]
   [PROGRESS_TRIGGER_POP_SIEGE:3]
   [PROGRESS_TRIGGER_PROD_SIEGE:1]
   [PROGRESS_TRIGGER_TRADE_SIEGE:1]
   [ACTIVE_SEASON:SPRING]
   [ACTIVE_SEASON:SUMMER]
   [ACTIVE_SEASON:AUTUMN]
   [ACTIVE_SEASON:WINTER]
   [AMBUSHER]
   [ITEM_THIEF]
   [SKULKING]
   [METAL_PREF] -- metal weapons of their own for now
   [STONE_PREF]
   [MAX_STARTING_CIV_NUMBER:70]
   [MAX_POP_NUMBER:2000]
   [MAX_SITE_POP_NUMBER:120]
   [SCOUT]
   [PERMITTED_JOB:MINER]
   [PERMITTED_JOB:HUNTER]
   [PERMITTED_JOB:TRAPPER]
   [PERMITTED_JOB:ANIMAL_DISSECTOR]
   [PERMITTED_JOB:STONECRAFTER]
   [PERMITTED_JOB:BONE_CARVER]
   [PERMITTED_JOB:FURNACE_OPERATOR] -- gives them metal from ore for the time being
   [ETHIC:KILL_ENTITY_MEMBER:PUNISH_EXILE]
   [ETHIC:KILL_NEUTRAL:REQUIRED]
   [ETHIC:KILL_ENEMY:REQUIRED]
   [ETHIC:KILL_ANIMAL:ACCEPTABLE]
   [ETHIC:KILL_PLANT:ACCEPTABLE]
   [ETHIC:TORTURE_AS_EXAMPLE:UNTHINKABLE]
   [ETHIC:TORTURE_FOR_INFORMATION:NOT_APPLICABLE]
   [ETHIC:TORTURE_FOR_FUN:ACCEPTABLE]
   [ETHIC:TORTURE_ANIMALS:UNTHINKABLE]
   [ETHIC:TREASON:UNTHINKABLE]
   [ETHIC:OATH_BREAKING:NOT_APPLICABLE]
   [ETHIC:LYING:NOT_APPLICABLE]
   [ETHIC:VANDALISM:NOT_APPLICABLE]
   [ETHIC:TRESPASSING:NOT_APPLICABLE]
   [ETHIC:THEFT:NOT_APPLICABLE]
   [ETHIC:ASSAULT:PERSONAL_MATTER]
   [ETHIC:SLAVERY:UNTHINKABLE]
   [ETHIC:EAT_SAPIENT_OTHER:UNTHINKABLE]
   [ETHIC:EAT_SAPIENT_KILL:UNTHINKABLE]
   [ETHIC:MAKE_TROPHY_SAME_RACE:UNTHINKABLE]
   [ETHIC:MAKE_TROPHY_SAPIENT:UNTHINKABLE]
   [ETHIC:MAKE_TROPHY_ANIMAL:UNTHINKABLE]
   [VALUE:LAW:0]
   [VALUE:LOYALTY:0]
   [VALUE:FAMILY:0]
   [VALUE:FRIENDSHIP:0]
   [VALUE:POWER:0]
   [VALUE:TRUTH:0]
   [VALUE:CUNNING:50]
   [VALUE:ELOQUENCE:0]
   [VALUE:FAIRNESS:0]
   [VALUE:DECORUM:0]
   [VALUE:TRADITION:0]
   [VALUE:ARTWORK:0]
   [VALUE:COOPERATION:30]
   [VALUE:INDEPENDENCE:0]
   [VALUE:STOICISM:0]
   [VALUE:KNOWLEDGE:0]
   [VALUE:INTROSPECTION:0]
   [VALUE:SELF_CONTROL:0]
   [VALUE:TRANQUILITY:0]
   [VALUE:HARMONY:0]
   [VALUE:MERRIMENT:0]
   [VALUE:CRAFTSMANSHIP:0]
   [VALUE:MARTIAL_PROWESS:0]
   [VALUE:SKILL:0]
   [VALUE:HARD_WORK:0]
   [VALUE:SACRIFICE:0]
   [VALUE:COMPETITION:0]
   [VALUE:PERSEVERANCE:5]
   [VALUE:LEISURE_TIME:0]
   [VALUE:COMMERCE:0]
   [VALUE:ROMANCE:0]
   [VALUE:NATURE:15]
   [VALUE:PEACE:0]

   [BANDITRY:10]
   [LOCAL_BANDITRY]
   [GENERATE_PERCUSSION_INSTRUMENTS]
   [EQUIPMENT_IMPROVEMENTS]
   [ACTIVE_SEASON:SUMMER]
   [ACTIVE_SEASON:SPRING]
   [ACTIVE_SEASON:AUTUMN]
   [ACTIVE_SEASON:WINTER]
« Last Edit: November 05, 2016, 08:39:58 pm by Enemy post »
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Gwolfski

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Re: [Community Mod 43.05] Teh LOLmod 1.7.23 ~ Presidential Election Edition
« Reply #259 on: November 06, 2016, 06:08:27 am »

do both
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Re: [Community Mod 43.05] Teh LOLmod 1.7.23 ~ Presidential Election Edition
« Reply #260 on: November 13, 2016, 04:32:21 pm »

I'm back, I've started working on the Hulk.
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Re: [Community Mod 43.05] Teh LOLmod 1.7.23 ~ Presidential Election Edition
« Reply #261 on: November 15, 2016, 01:12:35 pm »

I've started to get the Hulk to work, I was having trouble setting up the interaction. I started testing the Hulk being able to run extremely fast. However, I forgot to give him the tags to not exhaust himself with the exertion of using his powers. This resulted in the Hulk just trailing puddles of sweat everywhere.

*Hulk's coming along, though I have to figure out how to restrict the change just to him. Personally though, I'd rather skip the Hulks and Trojans for now and just move on to Necrothreat IV.
« Last Edit: November 15, 2016, 05:16:46 pm by Enemy post »
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Re: [Community Mod 43.05] Teh LOLmod 1.7.23 ~ Presidential Election Edition
« Reply #262 on: November 16, 2016, 09:23:52 am »

Pushing the version out earlier than agreed has been out on my mind as well. I am of the same mind. The new version and eventually Necrothreat will be released either this weekend or early next week. For any last minute changes or additions, now is the moment.
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Re: [Community Mod 43.05] Teh LOLmod 1.7.23 ~ Presidential Election Edition
« Reply #263 on: November 16, 2016, 11:44:23 am »

Pushing the version out earlier than agreed has been out on my mind as well. I am of the same mind. The new version and eventually Necrothreat will be released either this weekend or early next week. For any last minute changes or additions, now is the moment.

Sounds good to me. I might churn out some older Presidents.
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Re: [Community Mod 43.05] Teh LOLmod 1.7.23 ~ Presidential Election Edition
« Reply #264 on: November 16, 2016, 01:34:14 pm »

I'm back, I've started working on the Hulk.
Is the hulk a separate creature? for one thing, having the cursed creature actually transform into the hulk would heal it, and then it won't be allied with other crazed creatures of it's none-were species.
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Re: [Community Mod 43.05] Teh LOLmod 1.7.23 ~ Presidential Election Edition
« Reply #265 on: November 16, 2016, 02:33:00 pm »

I'm back, I've started working on the Hulk.
Is the hulk a separate creature? for one thing, having the cursed creature actually transform into the hulk would heal it, and then it won't be allied with other crazed creatures of it's none-were species.

I don't expect to actually finish the Hulk for a while, but it was actually a massive and temporary boost to physical stats accompanied by the Crazed tag.

This isn't done so I don't want it added to the mod, but here is what I had so far.

Code: [Select]
[INTERACTION:HULK]

[I_SOURCE:DEITY]
[IS_USAGE_HINT:MAJOR_CURSE]
[IS_HIST_STRING_1: cursed ]
[IS_HIST_STRING_2: with a powerful inner rage]

[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_REQUIRES:HAS_BLOOD]
[IT_FORBIDDEN:NOT_LIVING]
[IT_FORBIDDEN:SUPERNATURAL]

[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:Puny Banner]
[SYNDROME]
[SYN_CLASS:HULK]


[CE_CAN_DO_INTERACTION:START:0]
[CDI:ADV_NAME:Get angry] [CDI:USAGE_HINT:NEGATIVE_SOCIAL_RESPONSE]

[CDI:INTERACTION:HULKRAISE]
[CDI:TARGET:A:SELF_ONLY]
[CDI:TARGET_RANGE:A:0]                   [CDI:VERB:Hulk out:Hulks out:NA]
                        [CDI:TARGET_VERB:roar:roars]
[CDI:WAIT_PERIOD:10]


[INTERACTION:HULKRAISE]

[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_AFFECTED_CLASS:GENERAL_POISON]
[IT_MANUAL_INPUT:Puny self]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:Hulk]
[SYNDROME]
[CE_DISPLAY_TILE:TILE:H:2:0:0:START:0:END:2500]
           [SYN_NAME:Hulk transformation] [CE_PHYS_ATT_CHANGE:STRENGTH:5000:5000:TOUGHNESS:5000:5000:ENDURANCE:5000:5000:RECUPERATION:5000:5000:START:0:END:2500]
CE_SPEED_CHANGE:SPEED_PERC:1000:START:0:END:2500 Disabling the speed change so people can get away.
[CE_ADD_TAG:CRAZED:NOFEAR:NOPAIN:NOEXERT:LIKESFIGHTING:START:0:END:2500]

[CE_REMOVE_TAG:CAN_SPEAK:START:0]

[CE_FEEL_EMOTION:EMOTION:RAGE:SEV:2500]

The biggest problem was that it was unexpectedly difficult to get them to change, it's possible for a player with the condition to remotely transform others, and the tile doesn't work. They're also extremely powerful and that could be a problem. I saw a single Hulk easily butcher whole squads of armed and armored Grandmaster troops in moments by punching right through their armor and pulping them.

I think the "some dwarves are secretly a threat" archetype is probably best served by the existing vampires and just dwarves being dwarves.
« Last Edit: November 16, 2016, 02:38:05 pm by Enemy post »
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apiks

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Re: [Community Mod 43.05] Teh LOLmod 1.7.4
« Reply #266 on: November 21, 2016, 08:58:44 am »

The new 1.7.4 version of Teh LOLmod has been released! Necrothreat IV will be starting shortly afterwards.
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Re: [Community Mod 43.05] Teh LOLmod 1.7.4
« Reply #267 on: November 21, 2016, 02:39:46 pm »

Hey, last second bug I noticed. You included Pikachu's Trojan-variant forumites, but you forgot to include his Trojan megabeast. This will likely cause crashes or something once one tries to change. I'd just use the normal forumites though.

Why did you undo the change to undead parts?
« Last Edit: November 21, 2016, 02:59:50 pm by Enemy post »
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Re: [Community Mod 43.05] Teh LOLmod 1.7.4
« Reply #268 on: November 21, 2016, 03:27:27 pm »

That is weird. I thought they were not added.

I undoed the undead change because undead hands and heads are a crucial part of the mod.
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Re: [Community Mod 43.05] Teh LOLmod 1.7.4
« Reply #269 on: November 21, 2016, 03:31:29 pm »

Here are the old forumites so you don't have to hunt them down. It's just a name change of course.

Code: [Select]
[CREATURE:DWARF]
[DESCRIPTION:A short, sturdy creature fond of drink and industry.]
[NAME:forumite:forumites:forum]
[CASTE_NAME:forumite:forumites:forum]
[CREATURE_TILE:1][COLOR:3:0:0]
[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]
[STRANGE_MOODS]
[TRANCES]
[BENIGN]
[CANOPENDOORS]
[PREFSTRING:beards]
[BODY:HUMANOID_NECK: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:STANDARD_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:BLOOD:BLOOD_TEMPLATE]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]

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]

Some additional materials.

[USE_MATERIAL_TEMPLATE:SWEAT:SWEAT_TEMPLATE]
[USE_MATERIAL_TEMPLATE:TEARS:TEARS_TEMPLATE]
[USE_MATERIAL_TEMPLATE:SPIT:SPIT_TEMPLATE]

[SECRETION:LOCAL_CREATURE_MAT:SWEAT:LIQUID:BY_CATEGORY:ALL:SKIN:EXERTION]
[SECRETION:LOCAL_CREATURE_MAT:TEARS:LIQUID:BY_CATEGORY:EYE:ALL:EXTREME_EMOTION]

[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:Spit]
[CDI:USAGE_HINT:NEGATIVE_SOCIAL_RESPONSE]
[CDI:USAGE_HINT:TORMENT]
[CDI:BP_REQUIRED:BY_CATEGORY:MOUTH]
[CDI:MATERIAL:LOCAL_CREATURE_MAT:SPIT:LIQUID_GLOB]
[CDI:VERB:spit:spits:NA]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:15]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:30]

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_PREPARE_AND_RECOVER:3:3]
[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_PREPARE_AND_RECOVER:4:4]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:SECOND]
[ATTACK_FLAG_BAD_MULTIATTACK]

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_PREPARE_AND_RECOVER:3:3]
[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_PREPARE_AND_RECOVER:3:3]
[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]
[SMELL_TRIGGER:90]
[LOW_LIGHT_VISION:10000]

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:craftsmite:craftsmites]
PROFESSION_NAME:FISHERMAN:fishermite:fishermites]
PROFESSION_NAME:HAMMERMAN:hammermite:hammermites]
PROFESSION_NAME:SPEARMAN:spearmite:spearmites]
[PROFESSION_NAME:CROSSBOWMAN:marksmite:marksmites]
[PROFESSION_NAME:AXEMAN:axemite:axemites
[PROFESSION_NAME:SWORDSMAN:swordsmite:swordsmites]
[PROFESSION_NAME:MACEMAN:macemite:macemites]
[PROFESSION_NAME:PIKEMAN:pikemite:pikemites]
[PROFESSION_NAME:BOWMAN:bowmite:bowmites]
[PROFESSION_NAME:MASTER_CROSSBOWMAN:Elite Marksmite:Elite Marksmites]
[PROFESSION_NAME:MASTER_BOWMAN:Elite Bowmite:Elite Bowdmites]
[SPEECH:dwarf.txt]
[HOMEOTHERM:10067]
[ALCOHOL_DEPENDENT]
[SYNDROME_DILUTION_FACTOR:INEBRIATION:150]
[APPLY_CREATURE_VARIATION:STANDARD_BIPED_GAITS:900:711:521:293:1900:2900] 30 kph
[APPLY_CREATURE_VARIATION:STANDARD_CLIMBING_GAITS:5951:5419:4898:1463:6944:8233] 6 kph
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:5951:5419:4898:1463:6944:8233] 6 kph
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:2990:2257:1525:731:4300:6100] 12 kph
[SWIMS_LEARNED]
[PERSONALITY:IMMODERATION:0:55:100]
[PERSONALITY:STRESS_VULNERABILITY:0:45:100]
[PERSONALITY:BASHFUL:0:45:100]
[PERSONALITY:SINGLEMINDED:0:55:100]
[PERSONALITY:GREED: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]
[SET_BP_GROUP:BY_TYPE:LOWERBODY][BP_ADD_TYPE:GELDABLE]
[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:EYELID: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:EYELID: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_BRONZE: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]
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