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Author Topic: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)  (Read 429637 times)

Zidane

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1680 on: January 08, 2011, 05:41:42 pm »

[SYNDROME]
         [SYN_NAME:death bloom]
         [SYN_AFFECTED_CLASS:GENERAL_POISON]
         [SYN_INHALED]
         
   [CE_NECROSIS:SEV:100:PROB:100:RESISTABLE:SIZE_DILUTES:START:5:PEAK:100:END:1000]

I need help, I want this to affect only the motor nerves. I checked the wiki but it wasn't very helpful.
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Give cats natural metallic armor and throw them in your danger room.  Also allow their mouth and tail to grasp (shield in mouth, weapon in tail xD)  Have a cat based military.  You know, do the same with all tame animals xD send in the cats as shock troops to disrupt the archers

Starmantis

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1681 on: January 08, 2011, 05:54:31 pm »

Thank you very much!
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Vattic

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1682 on: January 08, 2011, 10:07:48 pm »

Code: [Select]
[SYNDROME]
[SYN_NAME:death bloom]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_INHALED]

[CE_NECROSIS:SEV:100:PROB:100:RESISTABLE:LOCALIZED:BP:BY_CATEGORY:ALL:NERVE:SIZE_DILUTES:START:5:PEAK:100:END:1000]

Is how some procedurally generated creature's syndromes target the nerves. I got the tokens from the string dump I haven't tested it, however.
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6 out of 7 dwarves aren't Happy.
How To Generate Small Islands

rephikul

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1683 on: January 09, 2011, 12:56:56 am »

FOR THE LOVE OF GOD, PLEASE PUT SPOILER OR LEARN TO TYPE 80 CHARACTERS PER LINE AT MOST. I REFUSE TO READ BROKEN THREADS
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Intensifying Mod v0.23 for 0.31.25. Paper tigers are white.
Prepacked Dwarf Fortress with Intensifying mod v.0.23, Phoebus graphics set, DFhack, Dwarf Therapist, Runesmith and a specialized custom worldgen param.

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1684 on: January 09, 2011, 01:10:23 am »

The code window is self-contained for a reason. It's not hard to avoid it.

Well, at least it's self-contained on any and all of the browsers I have on this PC.
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rephikul

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1685 on: January 09, 2011, 01:23:17 am »

I even need to scroll 3-4 pagewidth to reply
Spoiler (click to show/hide)
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Intensifying Mod v0.23 for 0.31.25. Paper tigers are white.
Prepacked Dwarf Fortress with Intensifying mod v.0.23, Phoebus graphics set, DFhack, Dwarf Therapist, Runesmith and a specialized custom worldgen param.

Seriyu

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1686 on: January 10, 2011, 09:24:51 pm »

Question, how cold can an object get before dwarves are negativly effected by it? If dwarves are ever negativly effected by cold.

Also, if I put a gem inside of another size one gem cluster will the first gem spawn "on top" of the second gem occasionally?

Or will it always replace it, or what?

Musashi

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1687 on: January 11, 2011, 02:36:56 pm »

Utter newbie at modding here. I've checked the wiki, which helped me a lot, but doesn't solve all my problems. I'm trying to mod in a new creature that is generally humanoid, only there are some things that confuse me:
-this creature has arms on its head, and only shoulders where the arms should be on its upper body. Is it still humanoid? How should I do it? Before you ask, this is relevant in battle because I'm planning to give it a [NOTHOUGHT] token. It can be killed the same way as any humanoid, only beheading won't work (though it would get rid of the arms and the blood loss would be almost always fatal). If it is not possible to fiddle with anatomy in such a way, I figure I can make it outright humanoid, give it a brain after all, and only the sprite and description would give details on its peculiar appearance.
-it has only one hairstyle with the same potential colour range as humans/dwarfs, 3 eyes, and waxy colourful skin. Do all eyes have to be the same colour? How can I set the skin to be randomly of any existing colour (same question for the eyes)?
-does anyone see glaring errors or incoherence in what I've already written?
Code: [Select]
[CREATURE:WHATEVER]
[DESCRIPTION:A haunting humanoid thought to be born from ghostly possessions, its body twisted beyond recognition over time. It has three eyes, arms that migrated on their head, and waxy colourful skin. Normally hostile towards sentient creatures, it can however become a priceless source of inspiration for any artist.]
[NAME:whatev:whatevs:whatev]
[CASTE_NAME:whatev:whatevs:whatev]
[PREFSTRING:many hypnotic eyes]
[HAS_NERVES]
[NATURAL]
[LARGE_ROAMING][FREQUENCY:100]
[MEANDERER]
[LOOSE_CLUSTERS]
[MISCHIEVIOUS]
[NO_DRINK]
[NO_EAT]
[NO_SLEEP]
[NOCTURNAL]
[DIURNAL]
[NOFEAR]
[PET]
[TRAINABLE_WAR]
[COMMON_DOMESTIC]
[PETVALUE:200]
[CAN_SPEAK]
[UTTERANCES]
[POWER]
[CREATURE_CLASS:GENERAL_POISON]
[GETS_WOUND_INFECTIONS]
   [GETS_INFECTIONS_FROM_ROT]


Thanks in advance!  :D
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I don't mean to alarm you, but it appears that your Dwarves are all in fact elephants.

D_E

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1688 on: January 11, 2011, 02:49:01 pm »

It's not humanoid anymore, you'll have to define a custom body for it.

You can base the body off a copy-paste of the HUMANOID body (change the BODY tag of the duplicate from BODY:HUMANOID to BODY:WHATEVER), from the body_default.txt file.  Switch the CON tag of the upper arms from CON:UB to CON:HD (makes them connect to the Head instead of the Upper Body).

You will run into a couple of problems, though.

First, severing a bodypart with the [HEAD] tag will kill a creature, whether or not that bodypart contains a brain.  You can remove the [HEAD] tag from the head bodypart to fix this problem.  However, the eyes, ears, nose, etc bodyparts all use the [HEAD] tag to figure out what they're supposed to attach to (CONTYPE:HEAD).  So, you'll need to create new versions of all of these bodyparts that use CON:HD instead of CONTYPE:HEAD.  It might be most straightforward to merge these BPs into the WHATEVER body, instead of creating new BODY declarations for each of them.
« Last Edit: January 11, 2011, 02:51:24 pm by D_E »
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Mods I've done:
Zelda mod-mod, Beta in the Wild DF 47.04
Illithid Empire mod DF 31.25 (update canceled)
Spotter's Guide to Illithids (Genesis mod-mod) genesis 3.19a4 (update canceled)

Musashi

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1689 on: January 11, 2011, 02:59:04 pm »

So it's technically doable. I'll try and see what other modded creatures' raws look like, as I don't have the slightest idea of how I should do that. That was my most important question, thanks!
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I don't mean to alarm you, but it appears that your Dwarves are all in fact elephants.

D_E

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1690 on: January 11, 2011, 03:00:51 pm »

I forgot to mention, the Body tokens page on the wiki is very helpful for stuff like this.  I know you checked the wiki, just wanted to be sure you know about that page :).
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Mods I've done:
Zelda mod-mod, Beta in the Wild DF 47.04
Illithid Empire mod DF 31.25 (update canceled)
Spotter's Guide to Illithids (Genesis mod-mod) genesis 3.19a4 (update canceled)

Musashi

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1691 on: January 11, 2011, 03:45:59 pm »

Thanks a lot, I'm starting to understand what I'm doing  :)
If I give up for now the idea of making the head brainless, then I can just deal with modifying the arms in the raw? Once I modify the original body type into [BODY:WHATEVER], I put that template in the body_default.txt raw, right? And the corresponding tokens should go along these lines in my monster's raw (by the way, it is supposed to be earless):
Code: [Select]
[BODY:WHATEVER:3EYES:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:SKULL:5FINGERS:5TOES:MOUTH:FACIAL_FEATURES:TEETH:RIBCAGE]
Blah, I'm asking so many questions.
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I don't mean to alarm you, but it appears that your Dwarves are all in fact elephants.

D_E

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1692 on: January 11, 2011, 04:15:32 pm »

Yeah, if you don't try to make the head nonessential, then all you have to do is modify the arms. 

You can put the new body into body_default, or into a new file called body_whatever.txt.  I suggest putting it into body_whatever.txt, since that limits conflicts between mods.  Body whatever must start as follows:
Code: [Select]
body_whatever

[OBJECT:BODY]


That first line of text does nothing, but there seems to be some leftover code from 40d that makes the file not work if it doesn't have a line of plain text at the top.  In 40d, the text had to match the file name, but this seems to no longer be the case in 2010.  It seems like there just needs to be some text there.  Still, it's probably safest to make it match the file name.

In general it's good to put new material into dedicated files whenever possible.  Body files must start body_, creature files must start creature_, item files item_, and so on.

No worries about asking questions!  :)
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Mods I've done:
Zelda mod-mod, Beta in the Wild DF 47.04
Illithid Empire mod DF 31.25 (update canceled)
Spotter's Guide to Illithids (Genesis mod-mod) genesis 3.19a4 (update canceled)

Musashi

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1693 on: January 11, 2011, 05:31:52 pm »

Okay, I've mostly figured it out.
Good news: the creature exists, and it is able to live! In legends mode, it appears in kill reports. It also seems to be tamable, as I've seen reports such as "[monster name] struck down the apsara* from [civilization name]" :D
Bad news: when I test it in the arena, it immediately becomes winded, eventually suffocates, and only seems to push its targets with little success. Oh, and in the individual description, I can see the colour of its eyes and skin, but not hair.  :-X

I based off its general body type and fighting abilities on reachers. Being terribly unexperienced, I have no idea what I did wrong:
Code: [Select]
creature_standard

[OBJECT:CREATURE]


[CREATURE:APSARA]
[DESCRIPTION:A haunting humanoid thought to be born from ghostly possessions, its body twisted beyond recognition over time. It has three eyes, arms that migrated on their head, incredibly long hair, and waxy colourful skin. Normally hostile towards sentient creatures, it can however become a priceless source of inspiration for any artist.]
[NAME:apsara:apsaras:apsarian]
[CASTE_NAME:apsara:apsaras:apsarian]
[PREFSTRING:many hypnotic eyes]
[CREATURE_TILE:'a'][COLOR:0:0:1]
[BIOME:ANY_LAND]
[NATURAL]
[LARGE_ROAMING][FREQUENCY:75]
[MEANDERER]
[LOOSE_CLUSTERS]
[MISCHIEVIOUS]
[NO_SLEEP]
[DIURNAL]
[NOFEAR]
[PET]
[TRAINABLE_WAR]
[COMMON_DOMESTIC]
[PETVALUE:200]
[CAN_SPEAK]
[UTTERANCES]
[POWER]
[SPEED:2500]
[BODY:WHATEVER:3EYES:BODY_EYE:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:SKULL:5FINGERS:5TOES:MOUTH:FACIAL_FEATURES:TEETH:RIBCAGE]
[BODY_APPEARANCE_MODIFIER:HEIGHT:50:75:88:100:112:115:125]
[APP_MOD_IMPORTANCE:500]
[SET_BP_GROUP:BY_CATEGORY:THROAT]
[BP_APPEARANCE_MODIFIER:DEEP_VOICE:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:RASPY_VOICE:0:70:90:100:110:130:200]
[SET_BP_GROUP:BY_CATEGORY:LIP]
[BP_APPEARANCE_MODIFIER:THICKNESS:50:70:90:100:110:130:200]
[APP_MOD_NOUN:lips:PLURAL]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[USE_MATERIAL_TEMPLATE:NAIL:NAIL_TEMPLATE]
[USE_TISSUE_TEMPLATE:NAIL:NAIL_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:FINGER:NAIL:FRONT]
[TISSUE_LAYER:BY_CATEGORY:TOE:NAIL:FRONT]
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]
[TL_MAJOR_ARTERIES]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
[HAS_NERVES]
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]
[CREATURE_CLASS:GENERAL_POISON]
[GETS_WOUND_INFECTIONS]
[GETS_INFECTIONS_FROM_ROT]
[BODY_SIZE:0:0:70000]
[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:punch:punches]
[ATTACK_CONTACT_PERC:100]
[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_FLAG_WITH]
[ATTACK_PRIORITY:SECOND]
[ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:GRASP:BY_CATEGORY:FINGER:NAIL]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:scratch:scratches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:SECOND]
[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:SECOND]
[ATTACK_FLAG_CANLATCH]
[CASTE:FEMALE]
[FEMALE]
[MULTIPLE_LITTER_RARE]
[CASTE:MALE]
[MALE]
[SELECT_CASTE:ALL]
[SET_TL_GROUP:BY_CATEGORY:ALL:HAIR]
[TL_COLOR_MODIFIER:BLACK:1:BROWN:1:WHITE:1:GRAY:1:LIGHT_BROWN:1:DARK_BROWN:1:TAN:1:AUBURN:1:CHESTNUT:1:SLATE_GRAY:1:CREAM:1:CINNAMON:1:BUFF:1:BEIGE:1:CHOCOLATE:1:CHARCOAL:1:ASH_GRAY:1:RUSSET:1:IVORY:1:FLAX:1:PUMPKIN:1:GOLD:1:GOLDEN_YELLOW:1:GOLDENROD:1:COPPER:1:SAFFRON:1:AMBER:1:MAHOGANY:1:OCHRE:1:PALE_BROWN:1:RAW_UMBER:1:BURNT_SIENNA:1:BURNT_UMBER:1:SEPIA:1:DARK_TAN:1:PALE_CHESTNUT:1:DARK_CHESTNUT:1:TAUPE_PALE:1:TAUPE_DARK:1:TAUPE_SANDY:1:TAUPE_GRAY:1:TAUPE_MEDIUM:1:ECRU:1]
[TLCM_NOUN:hair:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:IRIS_EYE_AMBER:1:IRIS_EYE_RED:1:IRIS_EYE_AQUAMARINE:1:IRIS_EYE_CRIMSON:1:IRIS_EYE_ASH_GRAY:1:IRIS_EYE_FUCHSIA:1:IRIS_EYE_AZURE:1:IRIS_EYE_BLUE:1:IRIS_EYE_BRASS:1:IRIS_EYE_BRONZE:1:IRIS_EYE_YELLOW:1:IRIS_EYE_BLACK:1:IRIS_EYE_CHESTNUT:1:IRIS_EYE_CHOCOLATE:1:IRIS_EYE_CINNAMON:1:IRIS_EYE_COPPER:1:IRIS_EYE_DARK_BLUE:1:IRIS_EYE_DARK_BROWN:1:IRIS_EYE_CLEAR:1:IRIS_EYE_DARK_GREEN:1:IRIS_EYE_DARK_OLIVE:1:IRIS_EYE_DARK_TAN:1:IRIS_EYE_ECRU:1:IRIS_EYE_EMERALD:1:IRIS_EYE_FERN_GREEN:1:IRIS_EYE_GRAY:1:IRIS_EYE_GREEN:1:IRIS_EYE_JADE:1:IRIS_EYE_LIGHT_BLUE:1:IRIS_EYE_REFLECTIVE:1:IRIS_EYE_MAHOGANY:1:IRIS_EYE_MIDNIGHT_BLUE:1:IRIS_EYE_OCHRE:1:IRIS_EYE_OLIVE:1:IRIS_EYE_PALE_BLUE:1:IRIS_EYE_PALE_BROWN:1:IRIS_EYE_PALE_CHESTNUT:1:IRIS_EYE_DEEP_PURPLE:1:IRIS_EYE_PINE_GREEN:1:IRIS_EYE_RAW_UMBER:1:IRIS_EYE_SALMON:1:IRIS_EYE_SEA_GREEN:1:IRIS_EYE_SEPIA:1:IRIS_EYE_SKY_BLUE:1:IRIS_EYE_SLATE_GRAY:1:IRIS_EYE_SPRING_GREEN:1:IRIS_EYE_TAN:1:IRIS_EYE_TAUPE_DARK:1:IRIS_EYE_FUCHSIA_AND_ORANGE:1:IRIS_EYE_BLUE_AND_GREEN:1:IRIS_EYE_RED_AND_YELLOW:1:IRIS_EYE_BLACK_AND_YELLOW:1:IRIS_EYE_PURPLE_AND_GRAY:1:IRIS_EYE_TURQUOISE:1]
[TLCM_NOUN:eyes:PLURAL]
[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]
[TL_COLOR_MODIFIER:ASH_GRAY:1:BLACK:1:MIDNIGHT_BLUE:1:EMERALD:1:MAROON:1:SCARLET:1:FERN_GREEN:1:TAN:1:GREEN:1:JADE:1:LIME:1:ECRU:1:PALE:1:OLIVE:1:PINE_GREEN:1:SEA_GREEN:1:DARK_RED:1:BRONZE:1:DARK_BROWN:1:TEAL:1:DARK_PURPLE:1:DARK_PINK:1]
[TLCM_NOUN:skin:SINGULAR]

*"whatever" was, of course, a placeholder name.
Code: [Select]
body_whatever

[OBJECT:BODY]
[BODY:WHATEVER]
[BP:UB:upper body:upper bodies][UPPERBODY][CATEGORY:BODY_UPPER]
[DEFAULT_RELSIZE:1000]
[BP:LB:lower body:lower bodies][CON:UB][LOWERBODY][CATEGORY:BODY_LOWER]
[DEFAULT_RELSIZE:1000]
[BP:HD:head:STP][CON:UB][CATEGORY:HEAD]
[DEFAULT_RELSIZE:300]
[BP:RUL:right upper leg:STP][CON:LB][LIMB][RIGHT][CATEGORY:LEG_UPPER]
[DEFAULT_RELSIZE:500]
[BP:LUL:left upper leg:STP][CON:LB][LIMB][LEFT][CATEGORY:LEG_UPPER]
[DEFAULT_RELSIZE:500]
[BP:RLL:right lower leg:STP][CON:RUL][LIMB][RIGHT][CATEGORY:LEG_LOWER]
[DEFAULT_RELSIZE:400]
[BP:LLL:left lower leg:STP][CON:LUL][LIMB][LEFT][CATEGORY:LEG_LOWER]
[DEFAULT_RELSIZE:400]
[BP:RF:right foot:right feet][CON:RLL][STANCE][RIGHT][CATEGORY:FOOT]
[DEFAULT_RELSIZE:120]
[BP:LF:left foot:left feet][CON:LLL][STANCE][LEFT][CATEGORY:FOOT]
[DEFAULT_RELSIZE:120]
[BP:RUA:right upper arm:STP][CON:HD][LIMB][RIGHT][CATEGORY:ARM_UPPER]
[DEFAULT_RELSIZE:200]
[BP:LUA:left upper arm:STP][CON:HD][LIMB][LEFT][CATEGORY:ARM_UPPER]
[DEFAULT_RELSIZE:200]
[BP:RLA:right lower arm:STP][CON:RUA][LIMB][RIGHT][CATEGORY:ARM_LOWER]
[DEFAULT_RELSIZE:200]
[BP:LLA:left lower arm:STP][CON:LUA][LIMB][LEFT][CATEGORY:ARM_LOWER]
[DEFAULT_RELSIZE:200]
[BP:RH:right hand:STP][CON:RLA][GRASP][RIGHT][CATEGORY:HAND]
[DEFAULT_RELSIZE:80]
[BP:LH:left hand:STP][CON:LLA][GRASP][LEFT][CATEGORY:HAND]
[DEFAULT_RELSIZE:80]
« Last Edit: January 11, 2011, 06:55:53 pm by Musashi »
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I don't mean to alarm you, but it appears that your Dwarves are all in fact elephants.

D_E

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1694 on: January 11, 2011, 06:51:26 pm »

Anything in your errorlog file (appears in the main directory with the DF executable)?  Make sure you empty it out, then load the arena.

Also, please post the WHATEVER body so I can test the creature.  :)

(Thought:  it still says BODY:WHATEVER.  If you changed the name of the body, that would explain the suffocating:  it wouldn't have lungs).
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Mods I've done:
Zelda mod-mod, Beta in the Wild DF 47.04
Illithid Empire mod DF 31.25 (update canceled)
Spotter's Guide to Illithids (Genesis mod-mod) genesis 3.19a4 (update canceled)
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