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Author Topic: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)  (Read 419801 times)

Foamy

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #645 on: August 28, 2010, 08:06:29 am »

I'm trying to build a new creature and i cant find any information on how the tissue layers work in the "b_detail_plan" file.

The main thing i need to know is what "ARG" means. i can't find any documentation on this so does anyone have any idea?

[BP_LAYERS:BY_CATEGORY:BODY:ARG3:50:ARG2:5:ARG1:1]
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Deon

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #646 on: August 28, 2010, 08:09:50 am »

You can guess it by the name, ARG = argument.

You specify them within the creature. For example:
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]

SKIN is ARG1, FAT is ARG2 etc.
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Foamy

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #647 on: August 28, 2010, 08:14:32 am »

Ah. that explains a lot. thanks!

So is the number after the argument the thickness? if so then do you know what scale it is on?
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Deon

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #648 on: August 28, 2010, 08:32:24 am »

I think it's relative, like biome likeness numbers and relsize numbers.
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Internet Kraken

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #649 on: August 28, 2010, 09:34:17 am »

also, could I possibly make something's blood molten gold? i need this :D

Insert this code into the "material_template_deafault" txt file;

[MATERIAL_TEMPLATE:GOLD_TEMPLATE]
   [STATE_COLOR:ALL_SOLID:GOLD]
   [STATE_NAME:ALL_SOLID:gold]
   [STATE_ADJ:ALL_SOLID:gold]
   [STATE_COLOR:LIQUID:GOLD]
   [STATE_NAME:LIQUID:molten gold]
   [STATE_ADJ:LIQUID:molten gold]
   [STATE_COLOR:GAS:GOLD]
   [STATE_NAME:GAS:boiling gold]
   [STATE_ADJ:GAS:boiling gold]
   [DISPLAY_COLOR:6:0:1]
   [MATERIAL_VALUE:1]
   [SPEC_HEAT:4181]
   [IGNITE_POINT:10508]
   [MELTING_POINT:10000]
   [BOILING_POINT:10180]
   [HEATDAM_POINT:10250]
   [COLDDAM_POINT:9900]
   [MAT_FIXED_TEMP:NONE]
   [SOLID_DENSITY:500]
   [LIQUID_DENSITY:NONE]
   [MOLAR_MASS:NONE]
   [IMPACT_YIELD:10000]
   [IMPACT_FRACTURE:10000]
   [IMPACT_ELASTICITY:100]
   [COMPRESSIVE_YIELD:10000]
   [COMPRESSIVE_FRACTURE:10000]
   [COMPRESSIVE_ELASTICITY:100]
   [TENSILE_YIELD:10000]
   [TENSILE_FRACTURE:10000]
   [TENSILE_ELASTICITY:100]
   [TORSION_YIELD:10000]
   [TORSION_FRACTURE:10000]
   [TORSION_ELASTICITY:100]
   [SHEAR_YIELD:6600] used high salinity ice
   [SHEAR_FRACTURE:6600]
   [SHEAR_ELASTICITY:100]
   [BENDING_YIELD:10000]
   [BENDING_FRACTURE:10000]
   [BENDING_ELASTICITY:100]
   [MAX_EDGE:500]
   [ABSORPTION:100]
   [IMPLIES_ANIMAL_KILL]
   [ROTS]
   [BLOOD_MAP_DESCRIPTOR]

And then use this code in any creature to give it golden blood;

   [USE_MATERIAL_TEMPLATE:GOLD:GOLD_TEMPLATE]
   [BLOOD:LOCAL_CREATURE_MAT:GOLD:LIQUID]

That worked on the creature I tested on. I while admit thought that the blood is really just renamed blood. I tried giving it the properties of gold but that caused it function incorrectly, which doesn't surprise me. I don't know to much about blood or metal in DF. Still, it has the name "molten gold" and the proper color, so it should be enough.


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Deon

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #650 on: August 28, 2010, 09:36:51 am »

Note that it's not a gold itself. It will freeze into another "gold", different from normal.
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3

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #651 on: August 28, 2010, 09:40:37 am »

There are a couple of other things you could do instead, one of which is using the metal material template, then modifying it in the creature entry itself. You can start by adding this to the creature:

Quote from: Creature entry
[USE_MATERIAL_TEMPLATE:BLOOD:METAL_TEMPLATE]

Then we can get the specific stats for gold from inorganic_metal.txt:

Spoiler: Gold attributes (click to show/hide)

We then modify the templated material with the attributes of gold, and add the IMPLIES_ANIMAL_KILL token to make it behave properly, then specify it as blood:

Spoiler (click to show/hide)

(If this doesn't work you'll have to make it liquid at room temperature)

That way the gold is actually gold. It still won't be usable in items and such, but it's kinda possible with a few extra tags - though how you'd ever get more than a solid glob of it I don't know.
« Last Edit: August 28, 2010, 09:47:29 am by 3 »
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Internet Kraken

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #652 on: August 28, 2010, 09:52:27 am »

Also, I'm having a problem of my own. Sometimes when I create a creature, all of the color modifiers switch to amber (her skin is amber, her hair is amber, etc.), even if that isn't an available color. There isn't anything in the error log about this either so I'm at a loss as to what the problem is.

Here's an example of the code I'm using;

      [SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]
   [TL_COLOR_MODIFIER:GREEN:1:EMERALD:1:SEA_GREEN:1:JADE:1:SPRING_GREEN:1:MOSS_GREEN:1:MINT_GREEN:1]
            [TLCM_NOUN:skin:SINGULAR]
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3

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #653 on: August 28, 2010, 09:54:58 am »

Are all of your tissues and bodyparts set up right? I've had this issue a couple of times (it only picks amber specifically as it's the first thing in the list) and from what I can remember, it was always preceeded by me doing something else wrong.
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namragog

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #654 on: August 28, 2010, 09:57:39 am »

aw, the gold isn't molten. It is called gold, and is yellow, which is good, but it does not damage any dwarves or others in the way. I already set it so (i think) the blood animal is heat resistant. I will try the breath now.
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namragog

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #655 on: August 28, 2010, 09:59:07 am »

actually, instead of freeze breath (sorry) I want it to be that same molten gold, so it damages enemies, but it fires the gold in a cloud around the enemy. is this possible?
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3

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #656 on: August 28, 2010, 10:02:22 am »

aw, the gold isn't molten. It is called gold, and is yellow, which is good, but it does not damage any dwarves or others in the way. I already set it so (i think) the blood animal is heat resistant. I will try the breath now.

Try taking the material I made a minute ago and adding a FIXED_TEMP:12500 tag to it or something.

actually, instead of freeze breath (sorry) I want it to be that same molten gold, so it damages enemies, but it fires the gold in a cloud around the enemy. is this possible?

[MATERIAL_BREATH_ATTACK:LOCAL_CREATURE_MAT:GOLD:TRAILING_GAS_FLOW]

Combined with the above fix, that should work.
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namragog

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #657 on: August 28, 2010, 10:36:06 am »

um, okay, the cloud is called  N/A, and the animal has no blood. do i have to add [BLOOD:GOLD]?
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namragog

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #658 on: August 28, 2010, 10:42:54 am »

here is the raw:
[CREATURE:BLOODHOUND]
   [DESCRIPTION:A destructive beast whose blood is made of molten metal.
   [NAME:bloodclaw:bloodclaws:bloodclaw]
   [CASTE_NAME:bloodclaw:bloodclaws:bloodclaw]
   [CREATURE_TILE:'b'][COLOR:6:0:0]
   [NATURAL]
   [LARGE_ROAMING]
   [BONECARN]
   [PREFSTRING:unfaltering power]
   [BODY:QUADRUPED:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:SKULL:4TOES_FQ:4TOES_RQ:MOUTH:GENERIC_TEETH_WITH_LARGE_EYE_TEETH:RIBCAGE]
   [BODYGLOSS:PAW]
   [BODY_DETAIL_PLAN:STANDARD_MATERIALS]
   [BODY_DETAIL_PLAN:STANDARD_TISSUES]
   [BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
   [BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:HAIR]
   [USE_MATERIAL_TEMPLATE:NAIL:NAIL_TEMPLATE]
   [USE_TISSUE_TEMPLATE:NAIL:NAIL_TEMPLATE]
   [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_RIBCAGE_POSITIONS]
   [USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
   [TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
   [LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
   [HAS_NERVES]
   [USE_MATERIAL_TEMPLATE:BLOOD:METAL_TEMPLATE]
   [MATERIAL_BREATH_ATTACK:LOCAL_CREATURE_MAT:GOLD:TRAILING_GAS_FLOW]
   [CREATURE_CLASS:GENERAL_POISON]
   [GETS_WOUND_INFECTIONS]
   [GETS_INFECTIONS_FROM_ROT]
   [USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
   [PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]
   [BODY_SIZE:0:0:1000]
   [BODY_SIZE:1:0:12500]
   [BODY_SIZE:2:0:30000]
   [BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110]
   [BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
   [BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
   [MAXAGE:10:20]
   [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:MAIN]
      [ATTACK_FLAG_CANLATCH]
   [ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:STANCE:BY_CATEGORY:ALL:NAIL]
      [ATTACK_SKILL:STANCE_STRIKE]
      [ATTACK_VERB:scratch:scratches]
      [ATTACK_CONTACT_PERC:100]
      [ATTACK_PENETRATION_PERC:100]
      [ATTACK_FLAG_EDGE]
      [ATTACK_PRIORITY:SECOND]
   [CHILD:1]
   [GENERAL_CHILD_NAME:puppy:puppies]
   [DIURNAL]
   [HOMEOTHERM:10070]
   [SWIMS_INNATE][SWIM_SPEED:2500]
   [MUNDANE]
   [CASTE:FEMALE]
      [FEMALE]
   [CASTE:MALE]
      [MALE]
   [SELECT_CASTE:ALL]
      [SET_TL_GROUP:BY_CATEGORY:BODY_UPPER:HAIR]
       [PLUS_TL_GROUP:BY_CATEGORY:BODY_LOWER:HAIR]
       [PLUS_TL_GROUP:BY_CATEGORY:LEG_FRONT:HAIR]
       [PLUS_TL_GROUP:BY_CATEGORY:LEG_REAR: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:EAR: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:ears:PLURAL]
      [SET_TL_GROUP:BY_CATEGORY:TAIL: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:tail:SINGULAR]
      [SET_TL_GROUP:BY_CATEGORY:HEAD: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:head:SINGULAR]
      [SET_TL_GROUP:BY_CATEGORY:FOOT_FRONT:HAIR]
       [PLUS_TL_GROUP:BY_TOKEN:RFTOE1:HAIR]
       [PLUS_TL_GROUP:BY_TOKEN:RFTOE2:HAIR]
       [PLUS_TL_GROUP:BY_TOKEN:RFTOE3:HAIR]
       [PLUS_TL_GROUP:BY_TOKEN:RFTOE4:HAIR]
       [PLUS_TL_GROUP:BY_TOKEN:LFTOE1:HAIR]
       [PLUS_TL_GROUP:BY_TOKEN:LFTOE2:HAIR]
       [PLUS_TL_GROUP:BY_TOKEN:LFTOE3:HAIR]
       [PLUS_TL_GROUP:BY_TOKEN:LFTOE4: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:front paws:PLURAL]
      [SET_TL_GROUP:BY_CATEGORY:FOOT_REAR:HAIR]
       [PLUS_TL_GROUP:BY_TOKEN:RRTOE1:HAIR]
       [PLUS_TL_GROUP:BY_TOKEN:RRTOE2:HAIR]
       [PLUS_TL_GROUP:BY_TOKEN:RRTOE3:HAIR]
       [PLUS_TL_GROUP:BY_TOKEN:RRTOE4:HAIR]
       [PLUS_TL_GROUP:BY_TOKEN:LRTOE1:HAIR]
       [PLUS_TL_GROUP:BY_TOKEN:LRTOE2:HAIR]
       [PLUS_TL_GROUP:BY_TOKEN:LRTOE3:HAIR]
       [PLUS_TL_GROUP:BY_TOKEN:LRTOE4: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:rear paws:PLURAL]
      [SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]
   [TL_COLOR_MODIFIER:BROWN:1:BURNT_UMBER:1:CINNAMON:1:COPPER:1:DARK_BROWN:1:DARK_PEACH:1:DARK_TAN:1:ECRU:1:PALE_BROWN:1:PALE_CHESTNUT:1:PALE_PINK:1:PEACH:1:PINK:1:RAW_UMBER:1:SEPIA:1:TAN:1:TAUPE_PALE:1:TAUPE_SANDY:1]
            [TLCM_NOUN:skin:SINGULAR]
      [SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
         [TL_COLOR_MODIFIER:IRIS_EYE_AMBER:1:IRIS_EYE_AQUA:1:IRIS_EYE_AQUAMARINE:1:IRIS_EYE_ASH_GRAY:1:IRIS_EYE_AUBURN:1:IRIS_EYE_AZURE:1:IRIS_EYE_BLUE:1:IRIS_EYE_BRASS:1:IRIS_EYE_BRONZE:1:IRIS_EYE_BROWN:1:IRIS_EYE_CERULEAN: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_DARK_CHESTNUT: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_LIGHT_BROWN: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_PERIWINKLE:1:IRIS_EYE_PINE_GREEN:1:IRIS_EYE_RAW_UMBER:1:IRIS_EYE_RUSSET: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_TAUPE_GRAY:1:IRIS_EYE_TAUPE_MEDIUM:1:IRIS_EYE_TAUPE_PALE:1:IRIS_EYE_TAUPE_SANDY:1:IRIS_EYE_TEAL:1:IRIS_EYE_TURQUOISE:1]
            [TLCM_NOUN:eyes:PLURAL]
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Erarngumrash!

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #659 on: August 28, 2010, 10:49:33 am »

Firstly:

Quote
[MATERIAL_BREATH_ATTACK:LOCAL_CREATURE_MAT:GOLD:TRAILING_GAS_FLOW]

You haven't declared what GOLD is. The game is looking for a material within the creature entry designated as "GOLD", which is why we're using LOCAL_CREATURE_MAT. You can replace that with INORGANIC, if you like, but that'll result in it spitting solid globs of gold with trailing gas (not like it'll matter anyway, due to my next point).

Secondly:

Quote
[USE_MATERIAL_TEMPLATE:BLOOD:METAL_TEMPLATE]

The creature's blood is a generic metal. If you're using my method, you'll have to apply the modifications I posted.

I can fix it, if you want.
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