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Author Topic: [MODDING] 0.40.x QUESTIONS THREAD  (Read 335452 times)

Zombiecow99

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2700 on: May 30, 2015, 09:21:23 pm »

hmm i fixed the melting problem of my tanks in the arena but i got a migrant wave with tanks in it and they melted straight away




and all i can tell you atomic gamer is to look in the errorlog cause im a noob modder
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Atomic Gamer

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2701 on: May 30, 2015, 09:28:27 pm »

Ya I did but I have nothing except that if I try to check the region-pop list with dfhack, it says that the population is null.
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Zombiecow99

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2702 on: May 30, 2015, 09:31:05 pm »

maybe it needs biome tags?
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ArKFallen

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2703 on: May 30, 2015, 09:37:09 pm »

Can anyone tell me why these won't spawn in Fort mode or Adventure mode? I have been working for a few hours on these, but with no progress. These were updated from the previous version, but everything else I updated still works. :-\
Spoiler (click to show/hide)

EDIT:Also I used LegendViewer to check and they do have outdoor populations, I am just not encountering them for some reason.
Depends on where you embarked really, [FREQUENCY:50] is the default and they are competing on an equal footing with every other [FREQUENCY:50] creature available in that region. All available frequencies are added together(wiki says 100 is max) and a RNG decides which appears.

Also [LIKES_FIGHTING] is gone from DF and PRONE_TO_RAGE takes a number (ie PRONE_TO_RAGE:10).


Ya I did but I have nothing except that if I try to check the region-pop list with dfhack, it says that the population is null.
What does it say about any other creature type that isn't on the map?
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Zombiecow99

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2704 on: May 30, 2015, 09:51:34 pm »

could i make a creature with a built in blade
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ArKFallen

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2705 on: May 30, 2015, 10:00:09 pm »

could i make a creature with a built in blade
It won't really act like a DF weapon. It'll be breakable as it'll simply be a metal limb required for a creature attack. And as it's a limb+attack you can't parry with it.
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Zombiecow99

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2706 on: May 30, 2015, 10:02:08 pm »

how would i make it slice enemies instead of punch them?
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ArKFallen

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2707 on: May 30, 2015, 10:05:12 pm »

how would i make it slice enemies instead of punch them?
Code: [Select]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
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Atomic Gamer

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2708 on: May 31, 2015, 12:12:20 am »

maybe it needs biome tags?
I've got it set to ALL_LAND
Depends on where you embarked really, [FREQUENCY:50] is the default and they are competing on an equal footing with every other [FREQUENCY:50] creature available in that region. All available frequencies are added together(wiki says 100 is max) and a RNG decides which appears.
Ya I only have 3 other creatures possible, and all of them are set to 1 while it is set to 99. This is why it was confusing me so much why it didn't show up.
Also [LIKES_FIGHTING] is gone from DF and PRONE_TO_RAGE takes a number (ie PRONE_TO_RAGE:10).

I will definitely get that changed, though I don't think it will help with the spawning. Thanks! :D
What does it say about any other creature type that isn't on the map?
If I do normal region-pops list it will give me the pops of any of the other creatures that have appeared(not them), and if I do region-pops list all it gives me a blank for both the plant and creature lists.
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BlackFlyme

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2709 on: May 31, 2015, 12:22:13 am »

Is there anything in your errorlog?

I've noticed that your creature's body is not one of the ones that are already in the game. Did you create a body called INSECT_WITH_ATTACHMENTS?

Similarly, are there SCARBA_CHITIN_MATERIALS and SCARBA_CHITIN_TISSUE body definition plans?
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Atomic Gamer

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2710 on: May 31, 2015, 12:37:09 am »

Nothing in error log, I defined that stuff myself.
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Zombiecow99

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2711 on: May 31, 2015, 12:28:59 pm »

does anyone know why my tanks are melting? they were going around normally then just melted after a while.
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Usul

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2712 on: May 31, 2015, 03:49:12 pm »

We need the raws to really help you, but I'd say the material they are made of has a [MELTING_POINT] lower than the room temperature.
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Zombiecow99

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2713 on: May 31, 2015, 07:45:00 pm »

oh yeah here are the raws.



     
Spoiler (click to show/hide)
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Usul

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2714 on: May 31, 2015, 09:07:00 pm »

Ok there are many thing that are wrong here, I'll try to cover everything.

First, you must define body parts only one time for each caste. With this line:
Code: [Select]
[BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:SKULL:5FINGERS:5TOES:MOUTH:TONGUE:FACIAL_FEATURES:TEETH:RIBCAGE]you say that every caste will have this body. When you put it a second time after the caste, you create 'fractal spacemarines' with heads and legs and hands everywhere (basically if you look at it in the Arena, it has multiples body parts that should not be here). What you want to do is define the body only after the caste is declared.
Take a look at this:
Code: [Select]
[CREATURE:SKELETONS]
[DESCRIPTION:The skeleton of an ancient warrior. It has no master and his only animated by his hatred for all living being.]
[NAME:skeleton:skeletons:skeleton]
[CREATURE_TILE:'U'][COLOR:7:0:1]
[NOT_LIVING]
[OPPOSED_TO_LIFE]
[SMELL_TRIGGER:10000]
[ODOR_LEVEL:10]
[NOT_BUTCHERABLE]
[PREFSTRING:pale bones]
[LARGE_ROAMING]
[EVIL]

[BIOME:ANY_WETLAND]
[BIOME:SUBTERRANEAN_CHASM]
[UNDERGROUND_DEPTH:2:3]
[CLUSTER_NUMBER:1:3]
[POPULATION_NUMBER:10:30]
[NOBONES]
[NOPAIN][EXTRAVISION][NOBREATHE][NOSTUN][NONAUSEA][NOEMOTION][NOTHOUGHT][NOEXERT]
[NO_DIZZINESS]
[LARGE_PREDATOR]
[NO_DRINK][NO_EAT][NO_SLEEP]
[CANOPENDOORS]
[NOFEAR]
[CREATURE_CLASS:SKELETON]
[ALL_ACTIVE]
[NO_THOUGHT_CENTER_FOR_MOVEMENT]
[USE_MATERIAL_TEMPLATE:STRONG_BONE:BONE_STRONG_TEMPLATE]
[USE_MATERIAL_TEMPLATE:BONE:BONE_TEMPLATE]
[TISSUE:STRONG_BONE]
[TISSUE_NAME:bone:NP]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:STRONG_BONE]
[MUSCULAR]
[FUNCTIONAL]
[STRUCTURAL]
[RELATIVE_THICKNESS:1]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE:BONE]
[TISSUE_NAME:bone:NP]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:BONE]
[MUSCULAR]
[FUNCTIONAL]
[STRUCTURAL]
[RELATIVE_THICKNESS:1]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE:METAL]
[TISSUE_NAME:iron:NP]
[TISSUE_MATERIAL:INORGANIC:IRON]
[CONNECTS]
[RELATIVE_THICKNESS:10]
[TISSUE_SHAPE:LAYER]

[CASTE:GIANT_SKELETON]
[BODY:HUMANOID_ARMLESS:ARMS_WITHOUT_GRASP:HUMANOID_JOINTS:SPINE:5FINGERS_HOLDING:5TOES:MOUTH:TEETH:RIBCAGE:GREATWEAPON_RIGHT]
[CASTE:SWORD_SKELETON]
[BODY:HUMANOID_ARMLESS:ARMS_ONE_GRASP:HUMANOID_JOINTS:SPINE:5FINGERS_HOLDING:5TOES:MOUTH:TEETH:RIBCAGE:GREATWEAPON_RIGHT]
[CASTE:ARCHER_SKELETON]
[BODY:HUMANOID:HUMANOID_JOINTS:SPINE:5FINGERS:5TOES:MOUTH:TEETH:RIBCAGE]
[CASTE:BABY_SKELETON]
[BODY:HUMANOID:HUMANOID_JOINTS:SPINE:5FINGERS:5TOES:MOUTH:TEETH:RIBCAGE]
[CASTE:BEAST_SKELETON]
[BODY:QUADRUPED:TAIL:SPINE:4TOES_FQ_REG:4TOES_RQ_REG:MOUTH:GENERIC_TEETH_WITH_LARGE_EYE_TEETH:RIBCAGE]
[CASTE:WHEEL_SKELETON]
[BODY:HUMANOID_ARMLESS:ARMS_WITHOUT_GRASP:HUMANOID_JOINTS:SPINE:5FINGERS_HOLDING:5TOES:MOUTH:TEETH:RIBCAGE:WHEEL]
[CASTE:BONE_TOWER]
[BODY:BASIC_2PARTBODY:HANDS_TOWER]
[SELECT_CASTE:ALL]
[BODYGLOSS:SKULL]
[TISSUE_LAYER:BY_CATEGORY:GREATWEAPON:METAL]
[SELECT_CASTE:GIANT_SKELETON]
[SELECT_ADDITIONAL_CASTE:BEAST_SKELETON]
[BODY_DETAIL_PLAN:SKELETON_LAYER:STRONG_BONE]
[SELECT_CASTE:GIANT_SKELETON]
[DESCRIPTION:A giant skeleton animated by death magic and wielding a great sword. It may be slow, but it's swings are devastatings.]
[CASTE_NAME:giant skeleton:giants skeletons:giant skeleton]
[CASTE_TILE:'S'][COLOR:7:0:1]
[BODYGLOSS:GREATSWORD]
[BODY_SIZE:0:0:240000]
[NATURAL_SKILL:SWORD:6]
[NATURAL_SKILL:MELEE_COMBAT:5]
[NATURAL_SKILL:DODGING:5]
[NATURAL_SKILL:SITUATIONAL_AWARENESS:7]
[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:kick:kicks]
[ATTACK_PREPARE_AND_RECOVER:4:4]
[ATTACK_FLAG_BAD_MULTIATTACK]
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:SECOND]
[ATTACK:SLASH:BODYPART:BY_CATEGORY:GREATWEAPON]
[ATTACK_SKILL:SWORD]
[ATTACK_VERB:slash:slashes]
[ATTACK_PREPARE_AND_RECOVER:4:3]
[ATTACK_CONTACT_PERC:250]
[ATTACK_PENETRATION_PERC:850]
[ATTACK_FLAG_EDGE]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:MAIN]
[ATTACK:CRUSH:BODYPART:BY_CATEGORY:GREATWEAPON]
[ATTACK_SKILL:SWORD]
[ATTACK_VERB:crush:crushes]
[ATTACK_PREPARE_AND_RECOVER:5:3]
[ATTACK_CONTACT_PERC:90]
[ATTACK_PENETRATION_PERC:2000]
[ATTACK_VELOCITY_MODIFIER:400]
[ATTACK_FLAG_EDGE]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:MAIN]
[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
[SELECT_CASTE:BEAST_SKELETON]
[DESCRIPTION:A giant quadruped beast with an human head.]
[CASTE_NAME:skeleton beast:skeleton beasts:skeleton beast]
[CASTE_TILE:'B'][COLOR:7:0:1]
[BODY_SIZE:0:0:350000]
[NATURAL_SKILL:BITE:7]
[NATURAL_SKILL:STANCE_STRIKE:6]
[NATURAL_SKILL:DODGING:5]
[NATURAL_SKILL:SITUATIONAL_AWARENESS:7]
[ATTACK:KICK:BODYPART:BY_CATEGORY:LEG_FRONT]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:swipe:swipes]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_FLAG_BAD_MULTIATTACK]
[ATTACK_CONTACT_PERC:80]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:MAIN]
[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bite]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:80]
[ATTACK_FLAG_EDGE]
[ATTACK_FLAG_CANLATCH]
[ATTACK_PRIORITY:SECOND]
[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
[SELECT_CASTE:SWORD_SKELETON]
[SELECT_ADDITIONAL_CASTE:ARCHER_SKELETON]
[SELECT_ADDITIONAL_CASTE:BONE_TOWER]
[SELECT_ADDITIONAL_CASTE:BABY_SKELETON]
[SELECT_ADDITIONAL_CASTE:WHEEL_SKELETON]
[BODY_DETAIL_PLAN:SKELETON_LAYER:BONE]

[SELECT_CASTE:SWORD_SKELETON]
[DESCRIPTION:A skeleton animated by death magic and wielding a scimitar.]
[CASTE_NAME:skeleton:skeletons:skeleton]
[CASTE_TILE:'s'][COLOR:7:0:1]
[BODYGLOSS:SCIMITAR]
[BODY_SIZE:0:0:65000]
[NATURAL_SKILL:MELEE_COMBAT:3]
[NATURAL_SKILL:SWORD:4]
[NATURAL_SKILL:DODGING:3]
[NATURAL_SKILL:SITUATIONAL_AWARENESS:5]
[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:kick:kicks]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_FLAG_BAD_MULTIATTACK]
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:SECOND]
[ATTACK:SLASH:BODYPART:BY_CATEGORY:GREATWEAPON]
[ATTACK_SKILL:SWORD]
[ATTACK_VERB:slash:slashes]
[ATTACK_PREPARE_AND_RECOVER:2:2]
[ATTACK_CONTACT_PERC:200]
[ATTACK_PENETRATION_PERC:600]
[ATTACK_FLAG_EDGE]
[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:6561:6115:5683:1755:7456:8567] 5 kph, NO DATA
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:5341:4723:4112:1254:6433:7900] 7 kph
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:2990:2257:1525:731:4300:6100] 12 kph, NO DATA
[SELECT_CASTE:ARCHER_SKELETON]
[DESCRIPTION:A skeleton animated by death magic.]
[CASTE_NAME:skeleton:skeletons:skeleton]
[CASTE_TILE:'s'][COLOR:7:0:1]
[NATURAL_SKILL:MELEE_COMBAT:3]
[NATURAL_SKILL:RANGED_COMBAT:4]
[NATURAL_SKILL:BOW:5]
[NATURAL_SKILL:DODGING:3]
[NATURAL_SKILL:SITUATIONAL_AWARENESS:6]
[BODY_SIZE:0:0:65000]
[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:kick:kicks]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_FLAG_BAD_MULTIATTACK]
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:MAIN]
[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:punch:punches]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_CONTACT_PERC:100]
[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:6561:6115:5683:1755:7456:8567] 5 kph, NO DATA
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:5341:4723:4112:1254:6433:7900] 7 kph
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:2990:2257:1525:731:4300:6100] 12 kph, NO DATA
[SELECT_CASTE:BONE_TOWER]
[DESCRIPTION:A grim tower made from the bones of the fallen.]
[CASTE_NAME:bone tower:bone towers:bone tower]
[CASTE_TILE:'T'][COLOR:7:0:1]
[BODYGLOSS]
[NATURAL_SKILL:MELEE_COMBAT:4]
[NATURAL_SKILL:GRASP_STRIKE:5]
[NATURAL_SKILL:STANCE_STRIKE:5]
[NATURAL_SKILL:SITUATIONAL_AWARENESS:6]
[BODY_SIZE:0:0:600000]
[ATTACK:SLAM:BODYPART:BY_CATEGORY:BODY_UPPER]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:slam:slams]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_FLAG_BAD_MULTIATTACK]
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:SECOND]
[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:punch:punches]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_FLAG_INDEPENDENT_MULTIATTACK]
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:MAIN]
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS::3512:2634:1756:878:4900:6900] 10 kph
[CANNOT_CLIMB][SWIMS_LEARNED]

[SELECT_CASTE:BABY_SKELETON]
[DESCRIPTION:A tiny skeleton which seems to be the one of an infant. Despite it's size, it is an enraged foe.]
[CASTE_NAME:baby skeleton:baby skeletons:baby skeleton]
[CASTE_TILE:'b'][COLOR:7:0:1]
[BODY_SIZE:0:0:4000]
[PRONE_TO_RAGE:60]
[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_CANLATCH]
[ATTACK_FLAG_EDGE]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[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

[SELECT_CASTE:WHEEL_SKELETON]
[DESCRIPTION:A skeleton animated by death magic.]
[CASTE_NAME:wheel skeleton:wheel skeletons:skeleton]
[CASTE_TILE:'s'][COLOR:7:0:1]
[BODY_SIZE:0:0:65000]
[NATURAL_SKILL:MELEE_COMBAT:4]
[NATURAL_SKILL:STANCE_STRIKE:5]
[NATURAL_SKILL:DODGING:3]
[NATURAL_SKILL:SITUATIONAL_AWARENESS:5]
[TISSUE_LAYER:BY_CATEGORY:WHEEL:METAL]
[ATTACK:RUSH:BODYPART:BY_CATEGORY:WHEEL]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:roll toward:rolls toward]
[ATTACK_PREPARE_AND_RECOVER:2:2]
[ATTACK_CONTACT_PERC:300]
[ATTACK_PENETRATION_PERC:705]
[ATTACK_FLAG_EDGE]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:MAIN]
[GAIT:WALK:Roll:160:2:3:700:0]
[GAIT:WALK:Run:450:5:3:711:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]
[GAIT:WALK:Walk:900:NO_BUILD_UP:0]
[GAIT:WALK:Creep:2900:NO_BUILD_UP:0]
[APPLY_CREATURE_VARIATION:STANDARD_CLIMBING_GAITS:6561:6115:5683:1755:7456:8567] 5 kph, NO DATA
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:5341:4723:4112:1254:6433:7900] 7 kph
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:2990:2257:1525:731:4300:6100] 12 kph, NO DATA
See how the difference between the caste are handled ? It's what you want to do.
The same thing is true for everything before your first caste. You define variations, attacks and names which affect all of the caste but are pointless in the case of your tank. You should move them after the [caste] token.

[SWIM_SPEED] doesn't exists anymore, it's replaced by the GAITS tokens. Look at the humans raws in vanilla(or the example I gave you).

Also you may want to put a [DESCRIPTION] and a [CASTE_NAME] after the caste because right now it's difficult to say who is what.
And your tanks are fine, the ones that are burning are the fleshy ones.
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