Yeah, I should apologize for leaving some of those numbers in there. They are for debugging more than anything. The 199999 is just a volume measure for error testing (it won't be there later). Creature descriptions are... let me see... about 15 items away on the list of things to do. Height and so on will be done then (along with hair!)
150 is kind of a trashy stat number isn't it? I'll fix that.
I guess there should be all sorts of inventory effects when you fall over. If you are carrying a vial of acid for instance, and you don't have it wrapped in some kind of packing, there might be some problems shortly after impact... that goes for weapon strikes too.
He he he, yes, the AI is tribal. It needs to be elevated, no doubt. I wasn't going to do anything about it until the creatures had more to think about, but since that won't be so bad, I'll be sure to fix it before the next release.
Yeah -- item sullying is VERY versatile. Each item has a list of things dirtying it (including their places and amounts). You will be able to do all sorts of things. The first one I'll add will probably be the ability to wipe things off, because it gets nasty. Very nasty. But yes, the sky is the limit with sullying. Whatever I have time to sit down and put in is supportable by the current system (that is, there isn't just some silly "I'm a Poisoned Weapon" flag -- the item would actually have to have a certain amount of a poisonous substance on it to be poisonous).
Okay. The bodies aren't completely done (missing some organs), but it basically works like this:
Limb: Skin, Muscle, Bone -- skin tissue includes hair (a "growth" on the "tissue")
Head: Skin, Muscle. An "Extra Bodypart" starting at, say, Depth 3/15 in the Head called the Brain, and another "Extra Bodypart" at a similar Depth called the Skull. There is a Relationship called "encase", with the skull holding the brain, so that any attack hitting the brain must penetrate the skull first, etc.
Upper Body: Skin, Muscle. Some organs ("Extra Bodyparts") at various Depths, and Ribs which have the "encase" relationship with the lungs and heart, etc., but the "encase" relationship in this case is assigned a percentage, so that it can be bypassed in some cases (eg a knife between the ribs).
And so on. It gets pretty messy, but in the end it should be very satisfying when I get it all polished.
The Mammal motif contains some general parameters for organs (such as size ranges for the brain and limbs), and each species is actualized within these. For instance, half of the mammals right now have meaningful necks, and half of them don't.
Concerning materials, each of the tissues (skin, muscle, bone, heart tissue, brain tissue, blood, etc.) has a Material Specification associated with it. This includes density, hardness, how much of an edge you can put on it, boiling point, melting point, etc. For example, the Mammal motif holds general boiling point ranges for mammalian blood, and each species has a boiling point for its blood within that range. When I put fire balls in, this will be more dramatic... if the temperature gets above the melting points of the brain tissue on your sword, it might flow down onto your hand and burn you. I'm still thinking about things like Flash Points for materials, because I don't think bone melts -- it probably just scorches and crumbles.
Sure, there are a lot of complications, but the perks just can't be passed up. It isn't really that bad though.