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Author Topic: First modded creature, with more to come.  (Read 2068 times)

SimRobert2001

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First modded creature, with more to come.
« on: September 12, 2009, 10:47:28 pm »

Allright, this is my first modded creature, but i need to know if this seems rather accurate

[CREATURE:Ctluthu_Spawn]
   [NAME:Ctluthu_Spawn:Ctluthu_Spawn:Ctluthu_Spawnian]
   [TILE:'C'][COLOR:7:0:0]
   [ANY_OCEAN][FREQUENCY:5]
   [ALL_ACTIVE]
   [PREFSTRING:delicious_Soul]
   [FAT:2][SIZE:4]
   [CARNIVORE]
   [canopendoors]
   [BLOODTYPE:G]
   [CLUSTER_NUMBER:5:10]
   [ATTACK:MAIN:BYTYPE:GRASP:bite:bites:1:2:BLUDGEON]

I'm going for a creature that is by nature, INSANELY evil. I imagine a creature that is roughtly half the size of a dwarf, that walks around on 6 tentacles that is able to open doors and get dwarves and other creatures for their delicious, delicious souls. does everything seem allright for this? and think i should add a "mischievous" tag?

in addition, how do i make a tileset for this creature?
and what else do i need to do to put it in my game?
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Keuran

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Re: First modded creature, with more to come.
« Reply #1 on: September 12, 2009, 11:42:38 pm »

Well, PREFSTRING is why other creatures like the creature, not what it likes, and I don't think you want 'urist mcdwarf likes cthulhu spawn for their delicious souls'. You can replace the _s with spaces in the NAME tag, or they'll look pretty weird in-game, and again in the prefstring. I'm pretty sure bites are normally gore attack, you might want to try using a lashing/pummeling bludgeon attack, then make bite a secondary gore attack. Right now it has no body at all, therefor it doesn't exist, and replace [ANY_OCEAN] with [BIOME:ANY_OCEAN]. And any self-respecting cthulhu-related creature needs to know how to swim. I suggest [SWIMS_INNATE][SWIM_SPEED:1400]. You'll probably want to give it about size 2-3 for half the size of a dwarf, then give them crazy damblock so they'll survive.
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SimRobert2001

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Re: First modded creature, with more to come.
« Reply #2 on: September 13, 2009, 12:17:30 am »

[OBJECT:CREATURE]

[CREATURE:Ctluthu_Spawn]
   [NAME:Ctluthu Spawn:Ctluthu Spawn:Ctluthu Spawnian]
   [TILE:'C'][COLOR:7:0:0]
   [ANY_OCEAN][FREQUENCY:5]
   [SWIMS_INNATE][SWIM_SPEED:1400]
   [ALL_ACTIVE]
   [BODY:HUMANOID:2EYES:2LUNGS::Gills:HEART:GUTS:ORGANS::SPINE:BRAIN:6tentnacles
   [FAT:2][SIZE:4]
   [CARNIVORE]
   [canopendoors]
   [BLOODTYPE:G]
   [CLUSTER_NUMBER:5:10]
   [ATTACK:MAIN:BYTYPE:GRASP:lash:lashing:1:2:Lashing]
   [ATTACK:MAIN:BYTYPE:GRASP:lash:lashing:1:2:Lashing]
   [ATTACK:MAIN:BYTYPE:GRASP:lash:lashing:1:2:Lashing]

allright, how's this, its a LITTLE taller than half a dwarf, but thats allright. (Dwarf size is 6, according to the wiki) it has 3 tentnacle attacks, assuming that if the creature has 6 of them all around its body, it can use 3 to stand, while using the other 3 on some unsuspecting dwarf. or elf, preferably. and how do i use the [GRASP] tag? and what body part would it have if its just 6 tentacles and a head?
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Keuran

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Re: First modded creature, with more to come.
« Reply #3 on: September 13, 2009, 01:16:49 am »

You'd probably want to make a custom body for the shape you're talking about. I could make one tomorrow but it's late where I live and I'm pretty tired. You might want to give the attacks [ATTACKFLAG_WITH] and [ATTACKFLAG_CANLATCH], and the creature will use any weapons it finds, and its attack will involve clinging to the target (like a squid latching onto someone's face). You'll probably also want to give them [AMPHIBIOUS] so they can breathe in air or water. I just noticed that they have no SPEED tag, you might want to add that. Normal humanoids have 900 speed, elves have 700, and a lower number is faster. And your creatures will never die of old age, but they also can't reproduce, so you may want to give them a MAXAGE tag and [CHILD:1]. And just for fun you could add a BEACH_FREQUENCY tag, so they wash up on the beach and massacre anyone nearby occasionally. And again, they'll mostly end up dead without [DAMBLOCK:25]. And add [LARGE_PREDATOR] and they'll kill anything smaller than them. [EVIL] makes them evil, but it also makes them not appear in good biomes. And if you're going to make them badass they need a MODVALUE to make killing them worth the effort. They'll really start destroying stuff if you give them [CAN_LEARN] so every time they kill something they get some experience towards being more effective at maiming your dwarves.

Well that's all I can think of at the moment, good night/morning/whatever time it is for you, and I hope your mod works out.
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SimRobert2001

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Re: First modded creature, with more to come.
« Reply #4 on: September 13, 2009, 01:28:44 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:HUMANOID:2EYES:2LUNGS::Gills:HEART:GUTS:ORGANS::SPINE:BRAI

N:5tentnacles
   [FAT:2][SIZE:4]
   [CARNIVORE]
   [canopendoors]
   [BLOODTYPE:G]
   [CAN_LEARN]
   [ModValue:4]
   [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]
okay, here it is.  i dont' want to add the large predator tag because that causes ONLY ONE creature with that tag to appear at once.

edit: can anyone show me how to use the attack flags properly?
« Last Edit: September 13, 2009, 02:11:14 am by SimRobert2001 »
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Deandet

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Re: First modded creature, with more to come.
« Reply #5 on: September 13, 2009, 07:24:13 am »

If you want even more fun, you can add the tag [BUILDINGDESTROYER:2] so it'll be able to destroy your locked doors and hatches to kill your dwarves. It'll also make it able to destroy every building but walls, floors, ramps, staircases and fortifications.
And I think the modvalue is too low.
Bears and cougars have a modvalue of 3, cave crocodiles and giant eagles have a modvalue of 5, GCS and unicorns have it at 10, all demonic monsters but demons have it at 20, and demons and megabeasts have it at 50.
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3

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Re: First modded creature, with more to come.
« Reply #6 on: September 13, 2009, 07:36:30 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:HUMANOID:2EYES:2LUNGS:GILLS:HEART:GUTS:ORGANS:SPINE:BRAIN:5TENTACLES]
   [FAT:2][SIZE:4]
   [CARNIVORE]
   [CANOPENDOORS]
   [BLOODTYPE:G]
   [CAN_LEARN]
   [MODVALUE:4]
   [CLUSTER_NUMBER:5:10]
   [ATTACK:MAIN:BYTYPE:GRASP:lash:lashes:1:2:GORE][ATTACKFLAG_WITH]
   [ATTACK:MAIN:BYTYPE:GRASP:lash:lashes:1:2:GORE][ATTACKFLAG_WITH]
   [ATTACK:MAIN:BYTYPE:GRASP:lash:lashes:1:2:GORE][ATTACKFLAG_WITH]
   [AMPHIBIOUS]
   [SPEED:850]
   [DAMBLOCK:25]

That's a little bit better formatted. This is, of course, assuming that you've got bodyparts for GILLS and 5TENTACLES (neither of which come with the stock game, I don't think).

When creating attacks, remember that the first string ("lash" in this example) is how the attack appears in messages in the first person, and the second is how it appears in the third person. Unless you're planning to play as one of these, there isn't really any point of the first string being there at all other than as a placeholder. The attack type has to be a damage type, those being "BLUDGEON" (blunt weapons), "SLASH" (bladed weapons), "PIERCE" (spears and missiles), "GORE" (whips and ripping attacks), "COLD" (obvious), "HEAT" (fire), and "BURN" (acid).
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SimRobert2001

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Re: First modded creature, with more to come.
« Reply #7 on: September 13, 2009, 07:54:36 am »

since they dont' come with the game, how do i add them in?
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3

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Re: First modded creature, with more to come.
« Reply #8 on: September 13, 2009, 07:59:04 am »

You'll need to create an entry in body_default.txt or a new file (I recommend the latter).

Code: [Select]
[BODY:5TENTACLES]
[BP:RUT:right upper tentacle][CON:UB][LIMB][RIGHT][GRASP]
[BP:LUT:left upper tentacle][CON:UB][LIMB][LEFT][GRASP]
[BP:MT:middle tentacle][CON:UB][LIMB][GRASP]
[BP:RLT:right lower tentacle][CON:UB][LIMB][RIGHT][GRASP]
[BP:LLT:left lower tentacle][CON:UB][LIMB][LEFT][GRASP]

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

(UPPERBODY as it doesn't seem to have a throat)
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SimRobert2001

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Re: First modded creature, with more to come.
« Reply #9 on: September 13, 2009, 08:07:45 am »

allright, but what do i need to put down in the new file?
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Re: First modded creature, with more to come.
« Reply #10 on: September 13, 2009, 08:10:05 am »

At the top of the file, the name of the file itself (without the file extension).
Below that, [OBJECT:BODY].
Then the code.
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SimRobert2001

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Re: First modded creature, with more to come.
« Reply #11 on: September 13, 2009, 08:23:38 am »

and the gills are actually part of the body itself. they're an entirely separate organ that i put in for added realism. 

the 5 tentacles are also different body parts though, i'm having trouble deciphering what the current code says.
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Re: First modded creature, with more to come.
« Reply #12 on: September 13, 2009, 08:29:08 am »

Firstly, BODY:HUMANOID means that it'll have arms and legs as well as the tentacles.
Secondly, the tentacles need the [STANCE] tag for it to walk on them.

The gills are [EMBEDDED], which means that they'll act pretty much like a part of whatever they're attached to.

The tentacles work like five single-part arms at the moment, all attached to the upper body.
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Deon

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Re: First modded creature, with more to come.
« Reply #13 on: September 13, 2009, 09:21:22 am »

Also don't forget biomes, or it won't appear anywhere.
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SimRobert2001

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Re: First modded creature, with more to come.
« Reply #14 on: September 13, 2009, 10:03:17 am »

the biome's already there.

allright, i'll remove the humanoid tag.
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