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Author Topic: Has anyone done [PRONE_TO_RAGE:<rate>] testing?  (Read 3182 times)

IT 000

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Has anyone done [PRONE_TO_RAGE:<rate>] testing?
« on: March 25, 2011, 09:19:51 pm »

Title says all, specifically has anyone done it on dwarves or domestic animals. Does the tag just make the animals attack each other if crowded?
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Jeoshua

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Re: Has anyone done [PRONE_TO_RAGE:<rate>] testing?
« Reply #1 on: March 25, 2011, 09:25:56 pm »

Well, animals that are crowded do that anyways.  I think dwarves basically already have [PRONE_TO_RAGE], only it's called a Martial Trance.

More science is needed, tho.

I have added [PRONE_TO_RAGE] to my dwarves at 100%, but am still in the process of switching my mods over to .22 so !!SCIENCE!! must wait
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Wirevix

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Re: Has anyone done [PRONE_TO_RAGE:<rate>] testing?
« Reply #2 on: March 25, 2011, 09:29:23 pm »

From the behavior of honey badgers, who already have it by default, prone to rage makes the creature much more likely to run around killing whatever it sees for no particular reason.  Whether it causes it to kill its own species or not I am not yet sure.
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!!crundle!!

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Re: Has anyone done [PRONE_TO_RAGE:<rate>] testing?
« Reply #3 on: March 25, 2011, 11:56:44 pm »

It also increases enrage chance in combat. [PRONE_TO_RAGE:1000] means the creature insta-enrages in combat.
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Jeoshua

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Re: Has anyone done [PRONE_TO_RAGE:<rate>] testing?
« Reply #4 on: March 26, 2011, 12:13:08 am »

YEah, basically turning them into loose cannon berzerker rage things...
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Keldane

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Re: Has anyone done [PRONE_TO_RAGE:<rate>] testing?
« Reply #5 on: March 26, 2011, 01:03:40 am »

Berserker things, huh? I suppose that prompts the question - is [PRONE_TO_RAGE] caste or creature level?
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billybobfred

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Re: Has anyone done [PRONE_TO_RAGE:<rate>] testing?
« Reply #6 on: March 30, 2011, 11:59:45 am »

Pretty much it doesn't matter.

Any creature-level tag can be put in a caste and affect (effect? i can never get those right) only that caste.
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3

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Re: Has anyone done [PRONE_TO_RAGE:<rate>] testing?
« Reply #7 on: March 30, 2011, 12:17:07 pm »

Any creature-level tag can be put in a caste and affect (effect? i can never get those right) only that caste.

Not true at all. But regardless, I don't see any reason why it wouldn't be creature-level.
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billybobfred

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Re: Has anyone done [PRONE_TO_RAGE:<rate>] testing?
« Reply #8 on: March 30, 2011, 12:34:35 pm »

<.< well maybe not any but i have not yet found one that doesn't work that way (and i guess i don't do a LOT of modding so maybe i just don't know this crap?)
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Nidokoenig

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Re: Has anyone done [PRONE_TO_RAGE:<rate>] testing?
« Reply #9 on: March 30, 2011, 12:54:14 pm »

Pretty sure milk works that way. I modded dogs with the intention of making females milkable for dog's milk and males milkable for dog's semen so I had something I'd get a giggle out of selling to the elves, but my dorfs just started milking females for semen, and only semen. The elves go crazy for dog semen cheese roasts. So milk is hard-coded at creature level, and the last-most definition wins, regardless of putting it inside caste tags.
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Urist Imiknorris

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Re: Has anyone done [PRONE_TO_RAGE:<rate>] testing?
« Reply #10 on: March 30, 2011, 02:10:15 pm »

It also increases enrage chance in combat. [PRONE_TO_RAGE:1000] means the creature insta-enrages in combat.

So does 100.
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AdeleneDawner

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Re: Has anyone done [PRONE_TO_RAGE:<rate>] testing?
« Reply #11 on: March 30, 2011, 04:41:17 pm »

Pretty sure milk works that way. I modded dogs with the intention of making females milkable for dog's milk and males milkable for dog's semen so I had something I'd get a giggle out of selling to the elves, but my dorfs just started milking females for semen, and only semen. The elves go crazy for dog semen cheese roasts. So milk is hard-coded at creature level, and the last-most definition wins, regardless of putting it inside caste tags.

I bet I know why this didn't work.

Where you define the milk and the semen, check out this line:
   [USE_MATERIAL_TEMPLATE:MILK:MILK_TEMPLATE]

The blue "MILK" bit is basically the material name for modding purposes. If you want two different materials, they need to have different words there. (The words can be whatever you like, and don't have to refer to milk-like substances - I've modded in a domesticated worm monster that can be 'milked' for poisonous ooze, for example.)

Then when you're setting up the castes, you need to specify which material each caste gives by the names that you defined for the different materials, like this:

   [MILKABLE:LOCAL_CREATURE_MAT:MILK:20000]

That line would give whatever material you have defined as "MILK". If you want it to give a different material, just change the blue word to something else.
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billybobfred

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Re: Has anyone done [PRONE_TO_RAGE:<rate>] testing?
« Reply #12 on: March 30, 2011, 04:42:38 pm »

Yeah, I had the same issue attempting to make a hemospectrum for my Homestuck mod.
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Nidokoenig

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Re: Has anyone done [PRONE_TO_RAGE:<rate>] testing?
« Reply #13 on: March 30, 2011, 07:28:50 pm »

Ah, that makes sense. I'll give it a go next time I gen a world. Magical zebras milking dogs for semen while parasprites swarm towards th-WHAT AM I DOING WITH MY LIFE???
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Bohandas

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Re: Has anyone done [PRONE_TO_RAGE:<rate>] testing?
« Reply #14 on: March 30, 2011, 07:35:05 pm »

I modded dogs with the intention of making females milkable for dog's milk and males milkable for dog's semen so I had something I'd get a giggle out of selling to the elves, but my dorfs just started milking females for semen, and only semen.

Ah, that makes sense. I'll give it a go next time I gen a world. Magical zebras milking dogs for semen while parasprites swarm towards th-WHAT AM I DOING WITH MY LIFE???

Well... Judging by the magical civilized zebras and the canine hermaphoraditism I'd say that you were making a furry porn mod...
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