Yes thank you for replying especially. I have read the thread you have supplied before; using a editor to modify the animals to the local faction temporarily then going through the procedure of treating them, it wasn't kicking around at the top of the forum when i made this but i saw it a little bit before i went on to reboot this thread.
The revival method sounds nice, though just petrifying them into a item then 'unmelting them' from it rather than a full re-set resurrection would probably be more preferable and realistic (on account of weight, even if trivial)
Hmm.
Would a set of code just to throw up a example (highly unpolished and speculative i haven't seen much github DF code to correct particular mistakes) that is open ended to draw off a database from another hack file (A dfhack spawn creature portfolio so to speak, might help with UI to have a great big list of things to click and spawn at the cursor via a separate application) work?
(*Workshop reaction trigger A*) IfRace=True)
(*spawn/teleport code)
(tocages)
Coding wise using a compulsory
tocages command post-teleport/resurrection if there isn't a better alternative in teleporting directly (i've raised this question on expwnents thread) into a cage might work in subduing wild creatures instead
Wrestling or perhaps a level of animal training (which might be more palatable if it retains the dimensions of that harder more value animals are harder to train) seem to be suitable skill checks.
*edit, been reading up on some github dfhack commands and most of them are centered around the cursor, it may require a separate script to kill and resurrect a individual without cursor interaction (unless it was handled ui trigger wise) via the 'exterminate' and 'full heal' commands.
EDIT 2 - With a great deal of rummaging through the DFhack commands i have happened across
item-trigger
"This powerful tool triggers DFHack commands when a unit equips, unequips, or attacks another unit with specified item types, specified item materials, or specified item contaminants."
Attaching it to a lasso item tool might help with future combinations for wrangling.
EDIT 3 - interaction-trigger
"This triggers events when a unit uses an interaction on another. It works by scanning the announcements for the correct attack verb, so the attack verb must be specified in the interaction. It includes an option to suppress this announcement after it finds it."
Again useful. Could be used to define the transition phase for turning a animal into a object or whatever else may occur. In conjunction with item trigger and a AI routine that can hone in on a animal (perhaps re-modified hunting AI pathfinding? with some argumentatively negating counter arguments to narrow down a individual or a particular caste on the map at any one given time) we have the first basis of initiation.
To finalise, the creature would be hauled and ressurected (/unpetrified from that form, psuedo obsidianisation?) then 'tocages' can come into force to assign it to a cage before negating a pet state if nessecary.
> Counterarguement to meph.
They use jugs. Jugs are civilization tool (nestboxes, large containers too, to count as static item tools) but i understand the argument you're putting forward.