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Author Topic: tissues, organic metaloids, ractions, and body parts.  (Read 6941 times)

Talik

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Re: tissues, organic metaloids, ractions, and body parts.
« Reply #45 on: March 29, 2014, 11:27:12 pm »

ok I will try adding a thought body part, cause your right I dont think I have those (however, I dont quite know how to insert it so that it isnt exposed to the air.)

and about how tissues are reading their materials, what in particular would cause that? Like give me a specific example, please.
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Urist Da Vinci

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Re: tissues, organic metaloids, ractions, and body parts.
« Reply #46 on: March 29, 2014, 11:30:47 pm »

What does the body detail plan for the eyes currently look like?

Remember your eyes are all [CATEGORY:EYES]

BlackFlyme

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Re: tissues, organic metaloids, ractions, and body parts.
« Reply #47 on: March 29, 2014, 11:34:47 pm »

ok I will try adding a thought body part, cause your right I dont think I have those (however, I dont quite know how to insert it so that it isnt exposed to the air.)

and about how tissues are reading their materials, what in particular would cause that? Like give me a specific example, please.

To put a body part inside of another body part, give the internal part the tag [INTERNAL].

There are several ways that tissues read their materials.

Code: [Select]
TISSUE_MATERIAL:LOCAL_CREATURE_MATThis is the most common. It means that the material that the tissue uses will come from the creature that uses the tissue.

Code: [Select]
TISSUE_MATERIAL:INORGANICThis isn't used in vanilla raws, except within the raws of a few creatures such as bronze colossi and iron men. This allows you to use inorganic materials such as stones, metals, and gems for the tissue.

Code: [Select]
TISSUE_MATERIAL:CREATURE_MAT
TISSUE_MATERIAL:PLANT_MAT
These are used to pull the materials from a source other than the creature using the tissue. For example, if skin tissue was changed to [TISSUE_MATERIAL:CREATURE_MAT:DWARF:SKIN], then all creatures would have dwarf skin instead of their own type of skin.

If given an unrecognizable material, like for example the earlier [TISSUE_MATERIAL:TISSUE_TEMPLATE], then the tissue will not be able to be added to the creature correctly.
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Talik

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Re: tissues, organic metaloids, ractions, and body parts.
« Reply #48 on: March 29, 2014, 11:50:34 pm »

ok thankyou, that solved the problem with the eyes, I was using category 'eye' instead. (Daigonite, I keep making that mistake.)
this is my new errorlog:
Spoiler (click to show/hide)

also, I still cant stand or grasp. However, thanks to all of your help I am so much closer. I cannot properly express how grateful I am.
EDIT: Ok, Blackflyme, give me a sec and I will read over that.
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Talik

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Re: tissues, organic metaloids, ractions, and body parts.
« Reply #49 on: March 30, 2014, 12:10:19 am »

OK!
Thanks to all of your help, I have managed to get it to WORK! Not a flaw! Other than its complete inability to attack because I removed all attacks because they werent applicable!
...

um...
so now, could anybody help me figure out how to make attacks? I need one where it slashes with its tail scythe, one where it kicks with its clawed feet, one where the Tarsal spurs inject venom, and one where the tarsal spurs suck blood.

But before we continue on that, I must express my thanks for all the help.
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BlackFlyme

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Re: tissues, organic metaloids, ractions, and body parts.
« Reply #50 on: March 30, 2014, 12:39:41 am »

Here's an example of what the tail slash may look like.

Code: [Select]
[ATTACK:SCYTHE:BODYPART:BY_TOKEN:TAILSCYTHE]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:slash:slashes]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:MAIN]

Before I jump into any explanations, I'm going to leave these wiki links on attack tokens and syndromes, since they may be able to help a bit.

http://dwarffortresswiki.org/index.php/DF2012:Creature_token#Attack_Tokens
http://dwarffortresswiki.org/index.php/DF2012:Syndrome#Creature_effect_tokens

For examples of venoms, try looking up some of the various snakes on the wiki. I'm not quite sure what you want to do with it, but there are a lot of different effects you can do.

[ATTACK:SCYTHE:BODYPART:BY_TOKEN:TAILSCYTHE]

The first argument is an ID that you get to decide. After that you put whether it is a standard body part or a child bodypart/tissue layer. The child part is only really for scratching with a specific tissue or selecting smaller parts such as teeth. It's a bit like body plans, where you choose the body part you want to use for the attack using BY_CATEGORY, BY_TOKEN, or BY_TYPE

[ATTACK_SKILL:STANCE_STRIKE] This is just for what type of skill the attack uses. And here is a list of skills in the game.

[ATTACK_VERB:slash:slashes] The verb is what the combat log displays when the attack is used. The first verb is the first person message (You slash the swordsman), and the second is the third person message (The kizaur slashes the swordsman).

You can also use [ATTACK_FLAG_WITH] to make the combat log tell you which body part used the attack. For example, when the game points out that a dwarf punched with their left hand instead of their right hand.

[ATTACK_FLAG_EDGE] Makes the attack an edged attack, otherwise it is a blunt attack.

[ATTACK_PRIORITY] can be either MAIN, or SECOND, which affects the likelihood of the creature using the attack when controlled by the AI.

[ATTACK_FLAG_CANLATCH] Means that the attack can catch an enemy, like what happens when a creature bites. Latched attacks can then shake around to deal more damage. You may want to use this tag for your blood sucking and venom injecting attacks.

To make an attack suck blood, you give the attack [SPECIALATTACK_SUCK_BLOOD:#:#] where the numbers are the minimum and maximum amount of blood that will be drained during an attack. You will have to break a tissue layer in order to successfully suck blood.

[SPECIALATTACK_INJECT_EXTRACT] Allows you to inject a material into the enemy. Like sucking blood, the attack will have to penetrate the opponent. The material will have to be defined like other materials. I.e: [SPECIALATTACK_INJECT_EXTRACT:LOCAL_CREATURE_MAT:VENOM:LIQUID:100:100]. The arguments are a bit like tissue materials. You may want to directly define the venom within your creature's raws, since it is likely the only one using it. The injected material can be either SOLID, LIQUID, or GAS, and you specify the minimum and maximum amount injected into the enemy. You will have to learn how syndromes work to give your material an effect.
« Last Edit: March 30, 2014, 12:48:56 am by BlackFlyme »
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Urist Da Vinci

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Re: tissues, organic metaloids, ractions, and body parts.
« Reply #51 on: March 30, 2014, 12:53:16 am »

OK!
Thanks to all of your help, I have managed to get it to WORK! Not a flaw! Other than its complete inability to attack because I removed all attacks because they werent applicable!
...

um...
so now, could anybody help me figure out how to make attacks? I need one where it slashes with its tail scythe, one where it kicks with its clawed feet, one where the Tarsal spurs inject venom, and one where the tarsal spurs suck blood.

But before we continue on that, I must express my thanks for all the help.

A good place to start is to look at the attacks used by a similar vanilla creatures. Here is a large list of them that I cut-and-pasted from the creature raws. Note how you can have a creature attack with an entire body part, a group of body parts, or with a specific tissue on several parts (i.e. nails/claws).

Code: [Select]
[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:punch:punches]
[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]
[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]
[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]
[ATTACK:CLAW:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:STANCE:BY_CATEGORY:ALL:CLAW]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:claw:claws]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:MAIN]
[ATTACK:GORE:BODYPART:BY_CATEGORY:HORN]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:stab:stabs]
[ATTACK_CONTACT_PERC:5]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:MAIN]
[ATTACK:STING:BODYPART:BY_CATEGORY:STINGER]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:sting:stings]
[ATTACK_CONTACT_PERC:5]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:MAIN]
[SPECIALATTACK_INJECT_EXTRACT:LOCAL_CREATURE_MAT:POISON:LIQUID:100:100]
[ATTACK:PINCER:BODYPART:BY_CATEGORY:PINCER]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:snatch:snatches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_CANLATCH]
[ATTACK_FLAG_WITH]
[ATTACK:BITE:BODYPART:BY_CATEGORY:MOUTH]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_CANLATCH]
[SPECIALATTACK_SUCK_BLOOD:25:50]

Talik

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Re: tissues, organic metaloids, ractions, and body parts.
« Reply #52 on: March 30, 2014, 01:32:15 am »

ok so im almost done but there remains one slight problem. While all the code is working fine and it appears that I can indeed suck my foes blood, the attack itself seems to be incredibly weak.
every time I use it, it says 'but it passes right through'

what could be causing this?

Spoiler (click to show/hide)

Spoiler (click to show/hide)
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BlackFlyme

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Re: tissues, organic metaloids, ractions, and body parts.
« Reply #53 on: March 30, 2014, 02:07:32 am »

That's odd. What are you trying to fight against?

Normally when an attack 'Passes right through' it means there is an issue with the tissues of either the attacker or the one being attacked.

Also, STRIKER isn't a proper skill token. You want either GRASP_STRIKE or STANCE_STRIKE.
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Urist Da Vinci

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Re: tissues, organic metaloids, ractions, and body parts.
« Reply #54 on: March 30, 2014, 09:56:12 am »

ok so im almost done but there remains one slight problem. While all the code is working fine and it appears that I can indeed suck my foes blood, the attack itself seems to be incredibly weak.
every time I use it, it says 'but it passes right through'
...

Change [TISSUE_SHAPE:STRANDS] to [TISSUE_SHAPE:LAYER] on all of your materials. Strands is only used for hair/whiskers/moustache in the vanilla raws.

Talik

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Re: tissues, organic metaloids, ractions, and body parts.
« Reply #55 on: March 30, 2014, 10:50:20 am »

oh, uh, I forgot to tell you all but I fixed it.

also it has to say strands because the material is literally called 'blodhSTRAND'. And that was before I even so the choice to make it strands. Eh, whatever.

anyways, Yeah I fixed it and everything works perfectly. The only problem now is that the attack poisons the blood and then sucks the poisoned blood out again.
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BlackFlyme

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Re: tissues, organic metaloids, ractions, and body parts.
« Reply #56 on: March 30, 2014, 01:40:04 pm »

You could just split them into two separate attacks, with one poisoning the enemy and another sucking out the blood.
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Talik

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Re: tissues, organic metaloids, ractions, and body parts.
« Reply #57 on: March 30, 2014, 02:04:03 pm »

ok... Well the attacks dont really bother me much so thats fine. Um, I do have another problem now though. Up until now I was testing the CREATURE. Now the ENTITY file is not working because I just tried to generate a world. No errorlog.
the entity is as follows:
Spoiler (click to show/hide)
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BlackFlyme

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Re: tissues, organic metaloids, ractions, and body parts.
« Reply #58 on: March 30, 2014, 04:09:58 pm »

A couple of your entity tokens are missing their closing brackets ].

Your captain has [APPOINTED_BY:GENERAL], even though there is no GENERAL position ID.

But fixing those did not make world-gen work.

I tried removing different chunks of code to see if I could try and pinpoint where the error may be, and it stopped crashing after I removed all the positions, so the error may be in there. Though when I replaced all the positions with Dwarf ones, it would still crash, so I'm not quite sure what it could be.
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Urist Da Vinci

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Re: tissues, organic metaloids, ractions, and body parts.
« Reply #59 on: March 30, 2014, 06:19:22 pm »

Code: [Select]
   [DEFAULT_SITE_TYPE:FORTRESS]
   [LIKES_SITE:FORTRESS]
   [TOLERATES_SITE:FORTRESS]

You can't do this. It is known to crash the game. FORTRESS is a reserved word. Look at how the default civs have their site types configured.
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