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Author Topic: Making Creepers...  (Read 1781 times)

Rob Allen

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Making Creepers...
« on: November 12, 2010, 04:08:43 am »

So I'm trying to add Creepers (from Minecraft) to my mod, and I can get them to explode the way I want, but they are still alive after the explosion, so they can keep on exploding, barely taking any damage from it.  I've tried making them out of weak materials, increasing the temperature of the dust cloud (to incinerate them), and even removing just about every part from them so that there's just one part to damage, but it's almost as if they aren't taking any damage from the blast at all, which is silly since they're in the middle of it.  Anyone got any advice on how to make them a bit more suicidal?

Here's what I've got so far, though I wonder how much of what I've written so far is unnecessary.  It seems like I was tweaking everything I could think of to no effect, so I'm sure half of this (or more) is completely unnecessary.  This is after I started over about 3 times with these guys.  I could start over again, but I wouldn't know where to go that I haven't already.
Code: [Select]
[CREATURE:CREEPER]
[DESCRIPTION:A freakish green rectangular creature, vaguely humanoid, but without arms and four short, tentacle-like projections for legs.  Its vaguely-human face is fixed in a permanent expression of horror.]
[NAME:creeper:creepers:creeper]
[CASTE_NAME:creeper:creepers:creeper]
[CHILD:2][BABY:1][MULTIPLE_LITTER_RARE]
[CREATURE_TILE:'c'][COLOR:2:0:0]
[BIOME:SUBTERRANEAN_CHASM]
[UNDERGROUND_DEPTH:1:2]
[LARGE_ROAMING][FREQUENCY:100]
[POPULATION_NUMBER:15:30]
[CLUSTER_NUMBER:5:10]
[LARGE_PREDATOR][EVIL]
[LIKES_FIGHTING]
[PREFSTRING:frightening reputation]
[PREFSTRING:explosive tendencies]
[USE_MATERIAL_TEMPLATE:SINEW:CREEPER_SINEW]
[BODY:BODY_WITH_HEAD_FLAG:2EYES:MOUTH:FACIAL_FEATURES]
[BODY_DETAIL_PLAN:CREEPER_MATERIALS]
[REMOVE_MATERIAL:HAIR]
[REMOVE_MATERIAL:FAT]
[REMOVE_MATERIAL:MUSCLE]
[REMOVE_MATERIAL:CARTILAGE]
[REMOVE_MATERIAL:TOOTH]
[REMOVE_MATERIAL:NERVE]
[REMOVE_MATERIAL:BRAIN]
[REMOVE_MATERIAL:LUNG]
[REMOVE_MATERIAL:HEART]
[REMOVE_MATERIAL:LIVER]
[REMOVE_MATERIAL:GUT]
[REMOVE_MATERIAL:STOMACH]
[REMOVE_MATERIAL:PANCREAS]
[REMOVE_MATERIAL:SPLEEN]
[REMOVE_MATERIAL:KIDNEY]
[REMOVE_MATERIAL:LEATHER]
[REMOVE_MATERIAL:TALLOW]
[REMOVE_MATERIAL:SOAP]
[BODY_DETAIL_PLAN:CREEPER_TISSUES]
[REMOVE_TISSUE:HAIR]
[REMOVE_TISSUE:FAT]
[REMOVE_TISSUE:MUSCLE]
[REMOVE_TISSUE:CARTILAGE]
[REMOVE_TISSUE:TOOTH]
[REMOVE_TISSUE:NERVE]
[REMOVE_TISSUE:BRAIN]
[REMOVE_TISSUE:LUNG]
[REMOVE_TISSUE:LIVER]
[REMOVE_TISSUE:HEART]
[REMOVE_TISSUE:GUT]
[REMOVE_TISSUE:STOMACH]
[REMOVE_TISSUE:PANCREAS]
[REMOVE_TISSUE:KIDNEY]
[REMOVE_TISSUE:SPLEEN]
[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:SKIN:FAT:MUSCLE]
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]
[TL_MAJOR_ARTERIES]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:0]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:0]
[HAS_NERVES]
[USE_MATERIAL_TEMPLATE:BLOOD:CREEPER_GOO]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[CREATURE_CLASS:GENERAL_POISON]
[GETS_WOUND_INFECTIONS]
[GETS_INFECTIONS_FROM_ROT]
[BODY_SIZE:0:0:4000]
[BODY_SIZE:1:168:17500]
[BODY_SIZE:12:0:70000]
[MAXAGE:3:4]
[USE_MATERIAL_TEMPLATE:BLAST:CREEPER_GAS]
[MATERIAL_BREATH_ATTACK:LOCAL_CREATURE_MAT:BLAST:UNDIRECTED_DUST]
[NOFEAR][NOEXERT][NOEMOTION][NONAUSEA][NOSTUN][NO_DRINK][NO_DIZZINESS][NO_FEVERS]
[NO_GENDER][IMMOLATE][PARALYZEIMMUNE]
[HOMEOTHERM:10021][SPEED:500]
[ALL_ACTIVE]

Code: [Select]
b_detail_plan_robsmod

[OBJECT:BODY_DETAIL_PLAN]

[BODY_DETAIL_PLAN:CREEPER_MATERIALS]
Creepers are designed to blow apart when they explode, so their skin has to be easily breakable.
[ADD_MATERIAL:SKIN:CREEPER_SKIN]
[ADD_MATERIAL:FAT:FAT_TEMPLATE]
[ADD_MATERIAL:MUSCLE:MUSCLE_TEMPLATE]
[ADD_MATERIAL:BONE:CREEPER_BONE]
[ADD_MATERIAL:CARTILAGE:CARTILAGE_TEMPLATE]
[ADD_MATERIAL:HAIR:HAIR_TEMPLATE]
[ADD_MATERIAL:TOOTH:TOOTH_TEMPLATE]
[ADD_MATERIAL:EYE:EYE_TEMPLATE]
[ADD_MATERIAL:NERVE:NERVE_TEMPLATE]
[ADD_MATERIAL:BRAIN:BRAIN_TEMPLATE]
[ADD_MATERIAL:LUNG:LUNG_TEMPLATE]
[ADD_MATERIAL:HEART:HEART_TEMPLATE]
[ADD_MATERIAL:LIVER:LIVER_TEMPLATE]
[ADD_MATERIAL:GUT:GUT_TEMPLATE]
[ADD_MATERIAL:STOMACH:STOMACH_TEMPLATE]
[ADD_MATERIAL:PANCREAS:PANCREAS_TEMPLATE]
[ADD_MATERIAL:SPLEEN:SPLEEN_TEMPLATE]
[ADD_MATERIAL:KIDNEY:KIDNEY_TEMPLATE]
[ADD_MATERIAL:LEATHER:LEATHER_TEMPLATE]
[ADD_MATERIAL:TALLOW:TALLOW_TEMPLATE]
[ADD_MATERIAL:SOAP:SOAP_TEMPLATE]

[BODY_DETAIL_PLAN:CREEPER_TISSUES]
This command is just a shortcut for the similar lines (USE_TISSUE_TEMPLATE|<token>|<template>) in a creature definition.
[ADD_TISSUE:SKIN:CREEPER_SKIN]
[ADD_TISSUE:FAT:FAT_TEMPLATE]
[ADD_TISSUE:MUSCLE:MUSCLE_TEMPLATE]
[ADD_TISSUE:BONE:CREEPER_BONE]
[ADD_TISSUE:CARTILAGE:CARTILAGE_TEMPLATE]
[ADD_TISSUE:HAIR:HAIR_TEMPLATE]
[ADD_TISSUE:TOOTH:TOOTH_TEMPLATE]
[ADD_TISSUE:EYE:EYE_TEMPLATE]
[ADD_TISSUE:NERVE:NERVE_TEMPLATE]
[ADD_TISSUE:BRAIN:BRAIN_TEMPLATE]
[ADD_TISSUE:LUNG:LUNG_TEMPLATE]
[ADD_TISSUE:HEART:HEART_TEMPLATE]
[ADD_TISSUE:LIVER:LIVER_TEMPLATE]
[ADD_TISSUE:GUT:GUT_TEMPLATE]
[ADD_TISSUE:STOMACH:STOMACH_TEMPLATE]
[ADD_TISSUE:PANCREAS:PANCREAS_TEMPLATE]
[ADD_TISSUE:SPLEEN:SPLEEN_TEMPLATE]
[ADD_TISSUE:KIDNEY:KIDNEY_TEMPLATE]

Code: [Select]
material_template_robsmod

[OBJECT:MATERIAL_TEMPLATE]

[MATERIAL_TEMPLATE:CREEPER_GAS]
[STATE_COLOR:ALL_SOLID:GRAY]
[STATE_NAME:ALL_SOLID:smoke]
[STATE_ADJ:ALL_SOLID:smoke]
[STATE_COLOR:LIQUID:GRAY]
[STATE_NAME:LIQUID:sludge]
[STATE_ADJ:LIQUID:sludge]
[STATE_COLOR:GAS:ORANGE]
[STATE_NAME:GAS:flame]
[STATE_ADJ:GAS:flame]
[DISPLAY_COLOR:7:0:0]
[MATERIAL_VALUE:1]
[SPEC_HEAT:1458205824]
[IGNITE_POINT:900]
[MELTING_POINT:400]
[BOILING_POINT:800]
[HEATDAM_POINT:10000]
[COLDDAM_POINT:NONE]
[SOLID_DENSITY:94500]
[LIQUID_DENSITY:874]
[MOLAR_MASS:1]
[MAT_FIXED_TEMP:649275819206]

[MATERIAL_TEMPLATE:CREEPER_GOO]
[STATE_COLOR:ALL_SOLID:GRAY]
[STATE_NAME:ALL_SOLID:gunpowder]
[STATE_ADJ:ALL_SOLID:gunpowder]
[STATE_COLOR:LIQUID:GRAY]
[STATE_NAME:LIQUID:goo]
[STATE_ADJ:LIQUID:goo]
[STATE_COLOR:GAS:PEARL]
[STATE_NAME:GAS:sulfuric vapor]
[STATE_ADJ:GAS:sulfuric vapor]
[DISPLAY_COLOR:7:0:0]
[MATERIAL_VALUE:1]
[SPEC_HEAT:4]
[IGNITE_POINT:10022]
[MELTING_POINT:10029]
[BOILING_POINT:10021]
[HEATDAM_POINT:10020]
[COLDDAM_POINT:9900]
[SOLID_DENSITY:12900]
[LIQUID_DENSITY:53474]
[MOLAR_MASS:NONE]
[IMPACT_YIELD:10]
[IMPACT_FRACTURE:10]
[IMPACT_STRAIN_AT_YIELD:1]
[COMPRESSIVE_YIELD:10]
[COMPRESSIVE_FRACTURE:10]
[COMPRESSIVE_STRAIN_AT_YIELD:1]
[TENSILE_YIELD:10]
[TENSILE_FRACTURE:10]
[TENSILE_STRAIN_AT_YIELD:1]
[TORSION_YIELD:10]
[TORSION_FRACTURE:10]
[TORSION_STRAIN_AT_YIELD:1]
[SHEAR_YIELD:66]
[SHEAR_FRACTURE:66]
[SHEAR_STRAIN_AT_YIELD:1]
[BENDING_YIELD:10]
[BENDING_FRACTURE:10]
[BENDING_STRAIN_AT_YIELD:1]
[MAX_EDGE:500]

[MATERIAL_TEMPLATE:CREEPER_SINEW]
[STATE_COLOR:ALL_SOLID:GREEN]
[STATE_NAME:ALL_SOLID:sinew]
[STATE_ADJ:ALL_SOLID:sinew]
[STATE_COLOR:LIQUID:PINK]
[STATE_NAME:LIQUID:n/a]
[STATE_ADJ:LIQUID:n/a]
[STATE_COLOR:GAS:PINK]
[STATE_NAME:GAS:n/a]
[STATE_ADJ:GAS:n/a]
[DISPLAY_COLOR:2:0:1]
[MATERIAL_VALUE:1]
[SPEC_HEAT:2]
[IGNITE_POINT:10021]
[MELTING_POINT:NONE]
[BOILING_POINT:NONE]
[HEATDAM_POINT:10020]
[COLDDAM_POINT:9900]
[SOLID_DENSITY:10000]
[LIQUID_DENSITY:NONE]
[MOLAR_MASS:NONE]
[IMPACT_YIELD:10]
[IMPACT_FRACTURE:10]
[IMPACT_STRAIN_AT_YIELD:10]
[COMPRESSIVE_YIELD:10]
[COMPRESSIVE_FRACTURE:10]
[COMPRESSIVE_STRAIN_AT_YIELD:10]
[TENSILE_YIELD:10]
[TENSILE_FRACTURE:10]
[TENSILE_STRAIN_AT_YIELD:10]
[TORSION_YIELD:10]
[TORSION_FRACTURE:10]
[TORSION_STRAIN_AT_YIELD:10]
[SHEAR_YIELD:10]
[SHEAR_FRACTURE:10]
[SHEAR_STRAIN_AT_YIELD:10]
[BENDING_YIELD:10]
[BENDING_FRACTURE:10]
[BENDING_STRAIN_AT_YIELD:10]
[MAX_EDGE:55460]

[MATERIAL_TEMPLATE:CREEPER_SKIN]
[STATE_COLOR:ALL_SOLID:GRAY]
[STATE_NAME:ALL_SOLID:skin]
[STATE_ADJ:ALL_SOLID:skin]
[STATE_COLOR:LIQUID:GRAY]
[STATE_NAME:LIQUID:n/a]
[STATE_ADJ:LIQUID:n/a]
[STATE_COLOR:GAS:GRAY]
[STATE_NAME:GAS:n/a]
[STATE_ADJ:GAS:n/a]
[DISPLAY_COLOR:7:0:0]
[MATERIAL_VALUE:1]
[SPEC_HEAT:4181]
[IGNITE_POINT:10090]
[MELTING_POINT:NONE]
[BOILING_POINT:NONE]
[HEATDAM_POINT:10069]
[COLDDAM_POINT:9900]
[SOLID_DENSITY:10]
[LIQUID_DENSITY:NONE]
[MOLAR_MASS:NONE]
[IMPACT_YIELD:1]
[IMPACT_FRACTURE:1]
[IMPACT_STRAIN_AT_YIELD:1]
[COMPRESSIVE_YIELD:10]
[COMPRESSIVE_FRACTURE:10]
[COMPRESSIVE_STRAIN_AT_YIELD:10]
[TENSILE_YIELD:10]
[TENSILE_FRACTURE:10]
[TENSILE_STRAIN_AT_YIELD:100]
[TORSION_YIELD:10]
[TORSION_FRACTURE:10]
[TORSION_STRAIN_AT_YIELD:100]
[SHEAR_YIELD:10]
[SHEAR_FRACTURE:10]
[SHEAR_STRAIN_AT_YIELD:10]
[BENDING_YIELD:10]
[BENDING_FRACTURE:10]
[BENDING_STRAIN_AT_YIELD:10]
[MAX_EDGE:0]

[MATERIAL_TEMPLATE:CREEPER_BONE]
[STATE_COLOR:ALL_SOLID:WHITE]
[STATE_NAME:SOLID:bone]
[STATE_ADJ:SOLID:bone]
[STATE_NAME:POWDER:bone meal]
[STATE_ADJ:POWDER:bone meal]
[STATE_COLOR:LIQUID:WHITE]
[STATE_NAME:LIQUID:n/a]
[STATE_ADJ:LIQUID:n/a]
[STATE_COLOR:GAS:WHITE]
[STATE_NAME:GAS:n/a]
[STATE_ADJ:GAS:n/a]
[DISPLAY_COLOR:7:0:1]
[MATERIAL_VALUE:1]
[SPEC_HEAT:1000]
[IGNITE_POINT:10088]
[MELTING_POINT:NONE]
[BOILING_POINT:NONE]
[HEATDAM_POINT:10250]
[COLDDAM_POINT:9900]
[SOLID_DENSITY:500]
[LIQUID_DENSITY:NONE]
[MOLAR_MASS:NONE]
[IMPACT_YIELD:10000]
[IMPACT_FRACTURE:10000]
[IMPACT_STRAIN_AT_YIELD:10]
[COMPRESSIVE_YIELD:10000]
[COMPRESSIVE_FRACTURE:10000]
[COMPRESSIVE_STRAIN_AT_YIELD:10]
[TENSILE_YIELD:1500]
[TENSILE_FRACTURE:3000]
[TENSILE_STRAIN_AT_YIELD:10]
[TORSION_YIELD:1500]
[TORSION_FRACTURE:3000]
[TORSION_STRAIN_AT_YIELD:10]
[SHEAR_YIELD:1500]
[SHEAR_FRACTURE:3000]
[SHEAR_STRAIN_AT_YIELD:10]
[BENDING_YIELD:1500]
[BENDING_FRACTURE:3000]
[BENDING_STRAIN_AT_YIELD:10]
[MAX_EDGE:1000]
[BONE]
[ITEMS_BARRED]
Logged

The Scout

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Re: Making Creepers...
« Reply #1 on: November 12, 2010, 06:25:49 am »

Make them ignite or boil at the dust temp.
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Rumrusher

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Re: Making Creepers...
« Reply #2 on: November 12, 2010, 08:08:49 am »

oh slap on a serpent speak for the SSSSSSSSSSSSsssssssssssssssssssssssssssssssssounds.
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JediaKyrol

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Re: Making Creepers...
« Reply #3 on: November 12, 2010, 10:18:07 am »

I had the same problem making spider-mines...  making them weak to their "explosion" breath attack and giving it a higher temp than their melting temp gives you a chance of them dying, but you'll still have some lucky buggers running around exploding all willy-nilly and not taking a scratch...because they have to explode, then run into the explosion before it fades to be affected. 
I wish there was a "target self" tag for abilities/actions...maybe if/when Toady gets magic in.
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Rob Allen

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Re: Making Creepers...
« Reply #4 on: November 12, 2010, 02:41:02 pm »

Make them ignite or boil at the dust temp.

If only it were that simple.  I kept turning up the breath attack material's fixed temp higher and higher but it seemed to have no effect.  Now it's rediculously high but they still won't catch fire.  I even tried it as a liquid and gas attack, and the player will boil instantly but the creeper just keeps running around exploding.  I even see them get caught in the gas and the only damage they take is from the occasional fall when the dust knocks them down.  If I'm lucky, they blow themselves into a wall about 3 or 4 times and then die, but that only happens maybe 30% of the time.  Also, ignite point seems to have no effect on a creature token anymore.  It's the blood's boiling and ignite point that determines when the creature will die from heat or catch on fire - and that only works when I have two creepers that attack each other.
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KaelGotDwarves

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Re: Making Creepers...
« Reply #5 on: November 12, 2010, 04:53:32 pm »

Just make creepers be really aggressive and super weak creatures that drops a flashboiling rock upon death. That would mimic it's character nicely, it would run up to something, get smacked once and explode.

magistrate101

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Re: Making Creepers...
« Reply #6 on: November 12, 2010, 07:34:09 pm »

Just make creepers be really aggressive and super weak creatures that drops a flashboiling rock upon death. That would mimic it's character nicely, it would run up to something, get smacked once and explode.
QFT

Grimlocke

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Re: Making Creepers...
« Reply #7 on: November 12, 2010, 11:08:29 pm »

The dwarfishly overcomplicated way would be to make the dust a realy vicious contact poison that only affects creepers (just have it insta-rot their brain or something).
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magistrate101

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Re: Making Creepers...
« Reply #8 on: November 13, 2010, 12:03:36 am »

The dwarfishly overcomplicated way would be to make the dust a realy vicious contact poison that only affects creepers (just have it insta-rot their brain or something).
You... You... You over-truthed my QFT, and it exploded, be happy with yourself! But i don't think it could only affect creepers, unless you make their brains out of a "special" material that the (AND ONLY THE DUST) insta-rots, and boils away :P (i say the imploding rock idea is nice too!)

JoRo

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Re: Making Creepers...
« Reply #9 on: November 13, 2010, 12:23:47 am »

If you give them something like [CREATURE_CLASS:CREEPER] and the syndrome [SYN_AFFECTED_CLASS:CREEPER] then only creepers would be hit with the poison.
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Quietust

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Re: Making Creepers...
« Reply #10 on: November 13, 2010, 12:32:46 am »

If you give them something like [CREATURE_CLASS:CREEPER] and the syndrome [SYN_AFFECTED_CLASS:CREEPER] then only creepers would be hit with the poison.

Even easier: just use [SYN_AFFECTED_CREATURE:CREEPER:ALL] (the ALL is to make it affect all castes).
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