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Author Topic: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION  (Read 185112 times)

Fatace

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Re: [MODDING] 0.44.x questions thread
« Reply #345 on: March 19, 2018, 04:53:05 pm »

Question... Besides Necromancers...
I am trying to create other secrets... but the only problem that im finding is.. they wont move into towers.. or are towers only occupied by necromancers?

Currently been testing things with a Pyromancer:

[INTERACTION:PYROMANCY]
   [I_SOURCE:SECRET]
      [IS_NAME:the secrets of fire and power]
      [IS_SPHERE:FIRE]
      [IS_SECRET_GOAL:IMMORTALITY]
      [IS_SECRET:SUPERNATURAL_LEARNING_POSSIBLE]
      [IS_SECRET:MUNDANE_RESEARCH_POSSIBLE]
      [IS_SECRET:MUNDANE_TEACHING_POSSIBLE]
      [IS_SECRET:MUNDANE_RECORDING_POSSIBLE:objects/text/book_instruction.txt:objects/text/secret_death.txt]
   [I_TARGET:A:CREATURE]
      [IT_LOCATION:CONTEXT_CREATURE]
      [IT_REQUIRES:MORTAL]
      [IT_REQUIRES:CAN_LEARN]
      [IT_REQUIRES:CAN_SPEAK]
   [I_EFFECT:ADD_SYNDROME]
      [IE_TARGET:A]
      [IE_IMMEDIATE]
      [IE_ARENA_NAME:Pyromancer]
      [SYNDROME]
         [CE_DISPLAY_TILE:TILE:165:4:0:1:START:0]
         [CE_DISPLAY_NAME:NAME:pyromancer:pyromancers:pyromantic:START:0]
         [CE_ADD_TAG:NOEXERT:NO_FEVERS:NO_AGING:FIREIMMUNE:NO_PHYS_ATT_RUST:START:0]
         [CE_CAN_DO_INTERACTION:START:0]
            [CDI:ADV_NAME:fire ball]
            [CDI:INTERACTION:MATERIAL_EMISSION]
            [CDI:USAGE_HINT:ATTACK]
            [CDI:BP_REQUIRED:BY_CATEGORY:HANDS]
            [CDI:FLOW:FIREBALL]
            [CDI:TARGET:C:LINE_OF_SIGHT]
            [CDI:TARGET_RANGE:C:15]
            [CDI:MAX_TARGET_NUMBER:C:1]
            [CDI:VERB:shoot fire ball:shoots fire ball:fire ball]
            [CDI:WAIT_PERIOD:1000]
         [CE_CAN_DO_INTERACTION:START:0]
            [CDI:ADV_NAME:fire breath]
            [CDI:INTERACTION:MATERIAL_EMISSION]
            [CDI:USAGE_HINT:ATTACK]
            [CDI:BP_REQUIRED:BY_CATEGORY:MOUTH]
            [CDI:FLOW:FIREJET]
            [CDI:TARGET:C:LINE_OF_SIGHT]
            [CDI:TARGET_RANGE:C:15]
            [CDI:MAX_TARGET_NUMBER:C:3]
            [CDI:VERB:breath fire:breaths fire:fire breath]
            [CDI:WAIT_PERIOD:500]


How do I make it to where there will be Pyromancer towers? and if its not possible, how would an adventurer learn other powers if you cant read a slab or book from a tower?

Edit: Also, what are the results of a adventurer learning 2 diferent secrets? Would they just add onto the abilities and just add to the creature tags with nothing being removed?
« Last Edit: March 19, 2018, 05:16:03 pm by Fatace »
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Eric Blank

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Re: [MODDING] 0.44.x questions thread
« Reply #346 on: March 19, 2018, 05:53:10 pm »

They cant make towers without a certain number of zombies, so they do need a reanimating interaction to build towers and some war victims around to raise. I just gave mine a "summon fire imp/whatever" interaction that transforms the zombie at the same time its raised.

Sometimes before they build a tower they just hang out in a camp, and are referred to as outlaws/bandits, so adventurers might find them there. Its not reliable, though.

And adventurers can learn all the secrets they can get their hands on.
« Last Edit: March 19, 2018, 05:55:00 pm by Eric Blank »
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Fatace

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Re: [MODDING] 0.44.x questions thread
« Reply #347 on: March 19, 2018, 06:10:58 pm »

They cant make towers without a certain number of zombies, so they do need a reanimating interaction to build towers and some war victims around to raise. I just gave mine a "summon fire imp/whatever" interaction that transforms the zombie at the same time its raised.

Sometimes before they build a tower they just hang out in a camp, and are referred to as outlaws/bandits, so adventurers might find them there. Its not reliable, though.

And adventurers can learn all the secrets they can get their hands on.


Wait... out of curiosity, so then it would be possible to creature new elemental type creates (Example: Reborn Fire Elemental creature), and have it reanimate a corpse and it would transform into the reborn fire elemental?
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bloop_bleep

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Re: [MODDING] 0.44.x questions thread
« Reply #348 on: March 19, 2018, 06:37:45 pm »

They cant make towers without a certain number of zombies, so they do need a reanimating interaction to build towers and some war victims around to raise. I just gave mine a "summon fire imp/whatever" interaction that transforms the zombie at the same time its raised.

Sometimes before they build a tower they just hang out in a camp, and are referred to as outlaws/bandits, so adventurers might find them there. Its not reliable, though.

And adventurers can learn all the secrets they can get their hands on.


Wait... out of curiosity, so then it would be possible to creature new elemental type creates (Example: Reborn Fire Elemental creature), and have it reanimate a corpse and it would transform into the reborn fire elemental?
Yep.
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Fatace

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Re: [MODDING] 0.44.x questions thread
« Reply #349 on: March 19, 2018, 06:49:12 pm »

Yay! Ty ty ty, more fun for me and more stuff to learn !;-;
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Fatace

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Re: [MODDING] 0.44.x questions thread
« Reply #350 on: March 19, 2018, 09:30:59 pm »

Uh... One more question....

Trying to figure out a way to make a lightning bolt.. ended up just making a new file for inorganic stuff.. made a metal called Lightning Bolt.
Changing the stats on it and making the density and raising the stats and max edge, if used like this:

[CE_CAN_DO_INTERACTION:START:0]
            [CDI:ADV_NAME:lightning bolt]
            [CDI:INTERACTION:MATERIAL_EMISSION]
            [CDI:USAGE_HINT:ATTACK]
            [CDI:BP_REQUIRED:BY_CATEGORY:HANDS]
            [CDI:MATERIAL:METAL:LIGHTNING_BOLT:SOLID_GLOB]
            [CDI:TARGET:C:LINE_OF_SIGHT]
            [CDI:TARGET_RANGE:C:40]
            [CDI:MAX_TARGET_NUMBER:C:1]
            [CDI:VERB:conjure a lightning bolt:conjures a lightning bolt:NA]
            [CDI:WAIT_PERIOD:200]


Would it deal a lot more damage than a normal inorganic material due to the stat changes or they all the same?


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Putnam

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Re: [MODDING] 0.44.x questions thread
« Reply #351 on: March 19, 2018, 09:39:17 pm »

Edge doesn't matter, basically the only things that matter here are IMPACT_YIELD, IMPACT_FRACTURE, SOLID_DENSITY (higher is better on all those) and IMPACT_STRAIN_AT_YIELD (lower is better)

Nihilist

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Re: [MODDING] 0.44.x questions thread
« Reply #352 on: March 19, 2018, 09:53:28 pm »

Edge doesn't matter, basically the only things that matter here are IMPACT_YIELD, IMPACT_FRACTURE, SOLID_DENSITY (higher is better on all those) and IMPACT_STRAIN_AT_YIELD (lower is better)

I'm familiar with how Impact_Yield and density effects a blunt attack, but not with how Impact_fracture and I_Strain_at_Yield effect the weapon material.

Another question, does being prone replace the momentum bonus from skill?

I had thought a skilled(Grandmaster) attacker attacks with twice the momentum, and a prone defender is hit with twice the momentum. But my math is at odds with my testing.

Arena testing with an iron spear vs an iron breast plate with a grandmaster spear user against an unconsious, prone target couldn't penetrate the armor even with a heavy attack.

My math says that a skilled attacker against a prone opponent should be able to breach the armor even with a normal attack. Exceeding the momentum threshold for an edged attack by ~30.

However that same math shows that a heavy attack against a prone target, or a skilled heavy attack against a non-prone target can't breach the armor. Momentum falls short by ~43.

This leads me to think that the prone bonus is same momentum modifier as weapon skill.

Do you know if this has been collaborated anywhere? I didn't see it reading through the dwarven science threads.
« Last Edit: March 19, 2018, 10:29:55 pm by Nihilist »
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thatroleplayerGal

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Re: [MODDING] 0.44.x questions thread
« Reply #353 on: March 19, 2018, 09:58:28 pm »

Making an undead civilization. Curious as to what happens if the species has OPPOSED_TO_LIFE but the civilization has BABYSNATCHER. Anyone know?
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Fatace

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Re: [MODDING] 0.44.x questions thread
« Reply #354 on: March 19, 2018, 10:49:07 pm »

I seem to having something wrong... working on a Geomancer secret.. but I cant seem to get the spider web ability to work...


[INTERACTION:GEOMANCY]
   [I_SOURCE:SECRET]
      [IS_NAME:the secrets of earth and nature]
      [IS_SPHERE:EARTH]
      [IS_SECRET_GOAL:IMMORTALITY]
      [IS_SECRET:SUPERNATURAL_LEARNING_POSSIBLE]
      [IS_SECRET:MUNDANE_RESEARCH_POSSIBLE]
      [IS_SECRET:MUNDANE_TEACHING_POSSIBLE]
      [IS_SECRET:MUNDANE_RECORDING_POSSIBLE:objects/text/book_instruction.txt:objects/text/secret_death.txt]
   [I_TARGET:A:CREATURE]
      [IT_LOCATION:CONTEXT_CREATURE]
      [IT_REQUIRES:MORTAL]
      [IT_REQUIRES:CAN_LEARN]
      [IT_REQUIRES:CAN_SPEAK]
   [I_EFFECT:ADD_SYNDROME]
      [IE_TARGET:A]
      [IE_IMMEDIATE]
      [IE_ARENA_NAME:Geomancer]
      [SYNDROME]
         [CE_DISPLAY_TILE:TILE:165:2:0:1:START:0]
         [CE_DISPLAY_NAME:NAME:geomancer:geomancers:geomantic:START:0]
         [CE_ADD_TAG:NONAUSEA:NOSTUN:PARALYZEIMMUNIE:THICKWEB:WEBBER:WEBIMMUNE:NO_AGING:NO_PHYS_ATT_RUST:START:0]
         [CE_CAN_DO_INTERACTION:START:0]
            [CDI:ADV_NAME:Earth bending]
            [CDI:INTERACTION:MATERIAL_EMISSION]
            [CDI:USAGE_HINT:ATTACK]
            [CDI:BP_REQUIRED:BY_CATEGORY:HANDS]
            [CDI:MATERIAL:METAL:EARTH_ROCK:SOLID_GLOB]
            [CDI:TARGET:C:LINE_OF_SIGHT]
            [CDI:TARGET_RANGE:C:20]
            [CDI:MAX_TARGET_NUMBER:C:3]
            [CDI:VERB:fling a rock:flings a rock:NA]
            [CDI:WAIT_PERIOD:30]
         [CE_CAN_DO_INTERACTION:START:0]
            [CDI:ADV_NAME:Silk trap]
            [CDI:INTERACTION:MATERIAL_EMISSION]
            [CDI:USAGE_HINT:ATTACK]
            [CDI:BP_REQUIRED:BY_CATEGORY:HANDS]
            [CDI:MATERIAL:LOCAL_CREATURE_MAT:SILK:WEB_SPRAY]
            [CDI:TARGET:C:LINE_OF_SIGHT]
            [CDI:TARGET_RANGE:C:5]
            [CDI:MAX_TARGET_NUMBER:C:1]
            [CDI:VERB:throw silk webbing:throws silk webbing:NA]
            [CDI:WAIT_PERIOD:30]


would I need to add these 2 into the Add tags?

[USE_MATERIAL_TEMPLATE:SILK:SILK_TEMPLATE]
[WEBBER:LOCAL_CREATURE_MAT:SILK]
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bloop_bleep

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Re: [MODDING] 0.44.x questions thread
« Reply #355 on: March 20, 2018, 12:18:53 am »

LOCAL_CREATURE_MAT accesses a material already defined in the creature, so that would only work if the silk material is already defined in the creature that learns the interaction. That's only true for spiders and spider people, IIRC, so it doesn't work most of the time.

Try making an INORGANIC material that has [USE_MATERIAL_TEMPLATE:SILK_TEMPLATE]. Or you could using the CE_ADD_TAG method you mentioned.
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Fatace

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Re: [MODDING] 0.44.x questions thread
« Reply #356 on: March 20, 2018, 01:32:54 am »

LOCAL_CREATURE_MAT accesses a material already defined in the creature, so that would only work if the silk material is already defined in the creature that learns the interaction. That's only true for spiders and spider people, IIRC, so it doesn't work most of the time.

Try making an INORGANIC material that has [USE_MATERIAL_TEMPLATE:SILK_TEMPLATE]. Or you could using the CE_ADD_TAG method you mentioned.


I tried the first one and it worked very well, thank you!
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Fatace

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Re: [MODDING] 0.44.x questions thread
« Reply #357 on: March 20, 2018, 02:00:37 am »

They cant make towers without a certain number of zombies, so they do need a reanimating interaction to build towers and some war victims around to raise. I just gave mine a "summon fire imp/whatever" interaction that transforms the zombie at the same time its raised.

Okay.. so now I am at this point.. and after scavenging through wiki, ect. I cant seem to figure out how to do that.. help D:

Edit: !WAIT! I think I found it...
« Last Edit: March 20, 2018, 02:10:25 am by Fatace »
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bloop_bleep

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Re: [MODDING] 0.44.x questions thread
« Reply #358 on: March 20, 2018, 02:32:34 am »

Just add two effects, one is reanimation, the other is a syndrome that causes transformation. I'm not sure if you need to do this, but to be safe, put the reanimation effect before the transformation effect.
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Fatace

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Re: [MODDING] 0.44.x questions thread
« Reply #359 on: March 20, 2018, 03:13:02 am »

Yeah I ended up figuring it out.. but I came into a few more problems...

1. For some odd reason they resurrected toad corpses... as hilarious as that sounds.. they didn't attack me.. nor were they what I wanted them to transform into.. bleh.

2. I use DFHack for the most part to help test things quickly, and I use Full-Heal incase something bs  happens while trying to get to locations for testing, one of the things I noticed was, with normal necromancy, if I were to use Full-heal, it would heal all wounds, but I would stay as a necromancer, but with pyromancer, it went away, am I missing any tag? Here is everything that ive done so far:

main Interactions:

[INTERACTION:PYROMANCY]
   [I_SOURCE:SECRET]
      [IS_NAME:the secrets of fire and power]
      [IS_SPHERE:FIRE]
      [IS_SECRET_GOAL:IMMORTALITY]
      [IS_SECRET:SUPERNATURAL_LEARNING_POSSIBLE]
      [IS_SECRET:MUNDANE_RESEARCH_POSSIBLE]
      [IS_SECRET:MUNDANE_TEACHING_POSSIBLE]
      [IS_SECRET:MUNDANE_RECORDING_POSSIBLE:objects/text/book_instruction.txt:objects/text/secret_death.txt]
   [I_TARGET:A:CREATURE]
      [IT_LOCATION:CONTEXT_CREATURE]
      [IT_REQUIRES:MORTAL]
      [IT_REQUIRES:CAN_LEARN]
      [IT_REQUIRES:CAN_SPEAK]
   [I_EFFECT:ADD_SYNDROME]
      [IE_TARGET:A]
      [IE_IMMEDIATE]
      [IE_ARENA_NAME:Pyromancer]
      [SYNDROME]
         [CE_DISPLAY_TILE:TILE:165:4:0:1:START:0]
         [CE_DISPLAY_NAME:NAME:pyromancer:pyromancers:pyromantic:START:0]
         [CE_ADD_TAG:NOEXERT:NO_FEVERS:NO_AGING:FIREIMMUNE:NO_PHYS_ATT_RUST:START:0]
         [CE_CAN_DO_INTERACTION:START:0]
            [CDI:ADV_NAME:Fire ball]
            [CDI:INTERACTION:MATERIAL_EMISSION]
            [CDI:USAGE_HINT:ATTACK]
            [CDI:BP_REQUIRED:BY_CATEGORY:HANDS]
            [CDI:FLOW:FIREBALL]
            [CDI:TARGET:C:LINE_OF_SIGHT]
            [CDI:TARGET_RANGE:C:15]
            [CDI:MAX_TARGET_NUMBER:C:1]
            [CDI:VERB:shoot fire ball:shoots fire ball:fire ball]
            [CDI:WAIT_PERIOD:1000]
         [CE_CAN_DO_INTERACTION:START:0]
            [CDI:ADV_NAME:Fire breath]
            [CDI:INTERACTION:MATERIAL_EMISSION]
            [CDI:USAGE_HINT:ATTACK]
            [CDI:BP_REQUIRED:BY_CATEGORY:MOUTH]
            [CDI:FLOW:FIREJET]
            [CDI:TARGET:C:LINE_OF_SIGHT]
            [CDI:TARGET_RANGE:C:15]
            [CDI:MAX_TARGET_NUMBER:C:3]
            [CDI:VERB:breath fire:breaths fire:fire breath]
            [CDI:WAIT_PERIOD:500]
         [CE_CAN_DO_INTERACTION:START:0]
            [CDI:ADV_NAME:Transform corpse into reborn fire fiend]
            [CDI:INTERACTION:TRANSFORM_REBORN_FIRE]
            [CDI:TARGET:A:LINE_OF_SIGHT]
            [CDI:TARGET_RANGE:A:10]
            [CDI:VERB:gesture:gestures:NA]
            [CDI:TARGET_VERB:engulf in fire and begin to reform:engulfs in fire and begins to reform]
            [CDI:WAIT_PERIOD:10]

[INTERACTION:TRANSFORM_REBORN_FIRE]
   [I_TARGET:A:CORPSE]
      [IT_LOCATION:CONTEXT_ITEM]
      [IT_AFFECTED_CLASS:GENERAL_POISON]
      [IT_REQUIRES:FIT_FOR_ANIMATION]
      [IT_FORBIDDEN:NOT_LIVING]
      [IT_MANUAL_INPUT:corpses]
   [I_EFFECT:ANIMATE]
      [IE_TARGET:A]
      [IE_IMMEDIATE]
      [IE_ARENA_NAME:Reborn fire fiend]
      [SYNDROME]
         [CE_FLASH_TILE:TILE:'£':3:0:0:FREQUENCY:2000:1000:START:0]
         [CE_BODY_TRANSFORMATION:PROB:100:START:0]
            [CE:CREATURE:REBORN_FIRE_FIEND]

the creature I want them to transform into (using bronze col. as a edited base currently for it)

[CREATURE:REBORN_FIRE_FIEND]
   [DESCRIPTION:A medium sized creature of what used to me a humanoid, which is now reborn from the fires and engulfed in flames.]
   [NAME:reborn fire fiend:reborn fire fiends:reborn fire fiend]
   [CASTE_NAME:reborn fire fiend:reborn fire fiends:reborn fire fiend]
   [CREATURE_TILE:'Ñ'][COLOR:4:0:1]
   [NOPAIN][EXTRAVISION][NOBREATHE][NOSTUN][NONAUSEA][NOEMOTION]
      [NOTHOUGHT][NOEXERT]
   [NO_DIZZINESS]
   [NO_FEVERS]
   [BUILDINGDESTROYER:2]
   [NO_DRINK][NO_EAT][NO_SLEEP]
   [SPHERE:FIRE]
   [NOT_LIVING]
   [CANOPENDOORS]
   [NOT_BUTCHERABLE]
   [EQUIPS]
   [NOFEAR]
   [PREFSTRING:burning flesh]
   [NOBONES]
   [ODOR_LEVEL:0]
   [SMELL_TRIGGER:10000]
   [BODY:HUMANOID_NECK:2EYES:2EARS:NOSE:HUMANOID_JOINTS:5FINGERS:5TOES]
   [NO_THOUGHT_CENTER_FOR_MOVEMENT]
   [TISSUE:ELEMENTAL_BONES]
      [TISSUE_NAME:elemental bone:elemental bones]
      [TISSUE_MATERIAL:INORGANIC:ELEMENTAL_BONES]
      [MUSCULAR]
      [FUNCTIONAL]
      [STRUCTURAL]
      [RELATIVE_THICKNESS:1]
      [CONNECTS]
      [TISSUE_SHAPE:LAYER]
   [TISSUE_LAYER:BY_CATEGORY:ALL:ELEMENTAL_BONES]
   [BODY_SIZE:0:0:80000]
   [BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
   [BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
   [ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]
      [ATTACK_SKILL:GRASP_STRIKE]
      [ATTACK_VERB:punch:punches]
      [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]
   [ALL_ACTIVE]
   [APPLY_CREATURE_VARIATION:STANDARD_BIPED_GAITS:900:657:438:219:1900:2900] 40 kph
   [APPLY_CREATURE_VARIATION:STANDARD_CLIMBING_GAITS:2990:2257:1525:731:4300:6100] 12 kph
   [APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:2990:2257:1525:731:4300:6100] 12 kph
   [APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:2990:2257:1525:731:4300:6100] 12 kph
   [SWIMS_LEARNED]
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