I'm working on a mod to make very rare and powerful casts for each civ. So far, my modding isn't working well.
Dwarf:
I want to make him covered in an adamantium beard that armors him. I used
[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS]
[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS]
[SELECT_TISSUE:HAIR]
[TISSUE_MATERIAL:ADAMANTIUM]
I don't know if that worked, but he isn't as tough as he should be.
I gave him a slade hammer, but I can't get him to use it. Is there a way to change the priority of the other attacks, or do I just have to declare it is part of the normal castes?
Is there a way to make sure he doesn't use a normal weapon or carry anything in the hand with the hammer?
The kobold I'm working on is supposed to have a smokebomb effect, where it blinds anyone nearby. I used
[SYNDROME]
[SYN_NAME:blind]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_CONTACT]
[SYN_IMMUNE_CREATURE:KOBOLD:TUCKER]
[BP:BY_CATEGORY:EYE:TISSUE]
[CE_IMPAIR_FUNCTION:SEV:100:PROB:100:START:1:PEAK:500:END:1000]
[MATERIAL_BREATH_ATTACK:LOCAL_CREATURE_MAT:GAS:UNDIRECTED_VAPOR]
along with all the stuff defining the attack. When I used it in the arena, my dwarf got affected by the smoke, but it didn't seem to impair his vision.
I'm trying to make the elf shoot something with a gas trail that makes things fall asleep using:
[MATERIAL_BREATH_ATTACK:LOCAL_CREATURE_MAT:GAS:SOLID_GLOB]
[MATERIAL_BREATH_ATTACK:LOCAL_CREATURE_MAT:GAS:TRAILING_GAS_FLOW]
It ends up being two separate attacks. The wiki seems to say it would be used together. Also, the trailing gas flow doesn't seem to go very far.