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Author Topic: First modded creature, with more to come.  (Read 2065 times)

SimRobert2001

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Re: First modded creature, with more to come.
« Reply #15 on: September 13, 2009, 10:15:38 am »

[OBJECT:CREATURE]

[CREATURE:Ctluthu_Spawn]
   [NAME:Ctluthu Spawn:Ctluthu Spawn:Ctluthu Spawnian]
   [TILE:'C'][COLOR:7:0:0]
   [ANY_OCEAN][FREQUENCY:40]
   [SWIMS_INNATE][SWIM_SPEED:1400]
   [BEACH_FREQUENCY:50]
   [ALL_ACTIVE]
   [BODY:5TENTACLES:Body:Gills:2EYES:2LUNGS:HEART:GUTS:ORGANS::SPINE:BRAIn]
   [FAT:2][SIZE:4]
   [CARNIVORE]
   [canopendoors]
   [BLOODTYPE:G]
   [CAN_LEARN]
   [ModValue:10]
   [CLUSTER_NUMBER:5:10]
   [ATTACK:MAIN:BYTYPE:GRASP:lash:lashing:1:2:Lashing][ATTACKFLAG_WITH][ATTACKFLAG_CANLATCH]
   [ATTACK:MAIN:BYTYPE:GRASP:lash:lashing:1:2:Lashing][ATTACKFLAG_WITH][ATTACKFLAG_CANLATCH]
   [ATTACK:MAIN:BYTYPE:GRASP:lash:lashing:1:2:Lashing][ATTACKFLAG_WITH][ATTACKFLAG_CANLATCH]
   
   [Amphibious]
   [SPEED:850]
   [DAMBLOCK:25]

and here's how the extended body looks

[BODY:5TENTACLES]
[BP:RUT:right upper tentacle][CON:UB][liMB]
[GRASP[STANCE]
[BP:LUT:left upper tentacle][CON:UB][liMB]
[GRASP][STANCE]
[BP:MT:middle tentacle][CON:UB][liMB][GRASP][STANCE]
[BP:RLT:right lower tentacle][CON:UB][liMB]
[GRASP][STANCE]
[BP:LLT:left lower tentacle][CON:UB][liMB]
[GRASP][STANCE]

[BODY:GILLS]
[BP:GILLS:gills][CONTYPE:UPPERBODY][SMALL][EMBEDDED][BREATHE]

did i do those right?
« Last Edit: September 13, 2009, 10:41:02 am by SimRobert2001 »
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Re: First modded creature, with more to come.
« Reply #16 on: September 13, 2009, 11:10:07 am »

Looks alright to me, but you're better off making sure everything's in block caps, just to be safe.
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TomiTapio

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Re: First modded creature, with more to come.
« Reply #17 on: September 13, 2009, 11:27:34 am »

[CREATURE:Ctluthu_Spawn]
   [ATTACK:MAIN:BYTYPE:GRASP:bite:bites:1:2:BLUDGEON]
You misspelled Cthulhu.

ANY_OCEAN will not do it you want if roaming the land. Have LARGE_PREDATOR for it to attack adventurers.
Bludgeoning bite with grasper, you sure? Try a 5-9 gore. (My wolves bite 2-6 and dogs 1-5.) Try speed 630 and five different attacks and inject paralyzing poison if you want it nasty.

DAMBLOCK 6 to make it "dodge attacks more" since you can't actually give it any more agility stat or wrestling skill.
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

Angellus

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Re: First modded creature, with more to come.
« Reply #18 on: September 13, 2009, 11:48:31 am »

How the heck do you even say that things name?

I can see it happening,

Urist:"Quick the... ehhm... thingy's are coming!"
Phillip: "Thingy's? what are you WHATS THAT THI..."

another fort crumbles.
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3

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Re: First modded creature, with more to come.
« Reply #19 on: September 13, 2009, 11:56:01 am »

Cu-thu-lu?
Cuth-th-lu?
Coo-thu-loo?

According to Wikipedia, the modern pronounciation is closest to the lattermost, but I prefer the foremost.
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Deon

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Re: First modded creature, with more to come.
« Reply #20 on: September 13, 2009, 12:49:48 pm »

Also don't forget biomes, or it won't appear anywhere.
Let me quote myself again. You've forgot biomes.

[BIOME:ANY_OCEAN]

There's no token "[ANY_OCEAN]", also you won't have it on land if it's ocean only.

P.S. For your pleasure:
http://dwarffortresswiki.net/index.php/Creature_tokens

This way you will avoid mistakes in your RAWs.

P.P.S. Also this:
http://www.bay12games.com/forum/index.php?topic=38605.0

Call of Cthulhu Fortress. You may have to search the thread a bit or download the mod, but it has almost all Lovecraftian nightmares you wish to have. And they are working.
I.E. Star Spawn of Cthulhu (pretty much close to the goal you want to achieve).
http://www.bay12games.com/forum/index.php?topic=38605.msg749283#msg749283
« Last Edit: September 13, 2009, 12:54:37 pm by Deon »
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SimRobert2001

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Re: First modded creature, with more to come.
« Reply #21 on: September 13, 2009, 04:50:25 pm »

actually, the biome tokens are here.
http://dwarffortresswiki.net/index.php/Biome_tokens

ANY_OCEAN  is here, and it states: Either bordering the ocean (ie. beach) or in it. there's also a chance it'll wash up on the beach with the BEACH_FREQUENCY:50] tag.

the problem with LARGE_PREDATOR is that, on fortress mode, only one such type of creature will be allowed to spawn at once.

would the Personality tag make it more or less aggressive toward dwarves and other creatures? its in the raws for one of the Call of Cthulu beasts

and the creature is pronounced S-thu-loo Short "s" sound,
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SimRobert2001

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Re: First modded creature, with more to come.
« Reply #22 on: September 13, 2009, 07:30:55 pm »

oh, and one more thing, how do i test the mod?
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Keuran

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Re: First modded creature, with more to come.
« Reply #23 on: September 13, 2009, 09:07:01 pm »

As I said before, you have to replace [ANY_OCEAN] with [BIOME:ANY_OCEAN]. Any and all biome tags have to be preceded by 'BIOME:'
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SimRobert2001

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Re: First modded creature, with more to come.
« Reply #24 on: September 13, 2009, 09:21:30 pm »

ah.... i was thinking i had. i must not have saved those changes. >.<

thanks for pointing that out.
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Deon

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Re: First modded creature, with more to come.
« Reply #25 on: September 14, 2009, 05:22:21 am »

Quote
there's also a chance it'll wash up on the beach
As far as I know, for vermin only. So it's not working this way.
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SimRobert2001

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Re: First modded creature, with more to come.
« Reply #26 on: September 14, 2009, 08:16:23 am »

k, so how do i make the object file?

in addition, how do i test it out? just make a bunch of pocket worlds, and just look for the beast?
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soul4hdwn

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Re: First modded creature, with more to come.
« Reply #27 on: September 14, 2009, 02:25:01 pm »

k, so how do i make the object file?

in addition, how do i test it out? just make a bunch of pocket worlds, and just look for the beast?

the object is just a location record of the creature or modded thing. if the .txt file exist in the rawr/objects then it'll be used in game, which you make a new world to "make" it. your last question is also the answer (meaning yes).
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Greiger

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Re: First modded creature, with more to come.
« Reply #28 on: September 14, 2009, 06:53:27 pm »

You pretty much just look for it.  You may be able to find it in legends mode, and if you export world info during worldgen one of those files it makes will list how many of every creature exists.

Also read the errorlog file DF generates every time it starts.  In an unmodded game it's mostly just filled with pathing errors, in a modded game it will output every syntax error the raw parser detects.  If it's in the errorlog, it didn't work. (The creature may appear but the tag that came up as an error won't. Which can often be a critical tag the creature doesn't work without.)
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Disclaimer: Not responsible for dwarven deaths from the use or misuse of this post.
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Deon

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Re: First modded creature, with more to come.
« Reply #29 on: September 15, 2009, 10:54:35 am »

if the .txt file exist in the rawr/objects
;D ;D ;D

Also, you can export legends and look up the current world population, you'll see if any of your creatures are living.
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