Going to be heading off to work, may or may not be able to work on it. The following is done:
- Rock, wood, flesh dwarves and drones have their skill rates set and have caste profession names so that you can tell what caste a dwarf is at a glance.
- Rock dwarves are made of rock (gypsum right now). They're a bit too tough, perhaps - although, in one test, two bulls DID manage to take down a rock dwarf, so they might be okay as long as they're not up against other unarmed bipeds.
- Blood dwarves have the proper number of limbs.
The game can run, with the following errors:
*** Error(s) found in the file "raw/objects/creature_standard.txt"
DWARF:ROCK:Attack SCRATCH seems to have correct format but could not find proper BPs in any caste, so not added
*** Error(s) finalizing the creature DWARF
DWARF:Creature Tissue Material Failure: WOOD:LOCAL_PLANT_MAT:WOOD:(no mat3)
I'll probably remove scratching from rock dwarves entirely, but that last one is the current issue. I'm having a devil of a time actually getting wood dwarves to be made of wood.
RAW, if you're interested in poking around - warning, it may be a soul-scarring mess.
[CREATURE:DWARF]
[NAME:dwarf:dwarves:dwarven]
[CREATURE_TILE:1][COLOR:3:0:0]
[CREATURE_SOLDIER_TILE:2]
Many of the following tags are actually caste-level tags (in this case, male and female), but because there are no differences between the castes for
these tags in a dwarf, you can add them earlier. Any caste-level tag that occurs before castes are explicitly declared is saved up and placed on any caste
that is declared later, unless the caste is explicitly derived from another caste.
[INTELLIGENT]
[TRANCES]
[BENIGN]
[CANOPENDOORS]
[PREFSTRING:beards]
[SKILL_LEARN_RATES:0] -Nobody learns anything unless expressly TOLD. The hive endures. Bzzz.
[SKILL_LEARN_RATE:CRUTCH_WALK:100] - Okay, except that one, just in case it works later.
[CASTE:DRONE]
[DESCRIPTION:(Drone) Drones are the most basic workers of the Dwarven Hive. They're not actually capable of learning any actions except the
most instinctive, like brewing alcohol. They are blindingly fast, but too small and weak to be effective in a fight.]
[CASTE_NAME:drone:drones:dwarven]
[SPEED:50]
[NOTHOUGHT]
[POP_RATIO:100]
[PHYS_ATT_RANGE:STRENGTH:1:1:1:1:1:1:1]
[PHYS_ATT_RANGE:AGILITY:1:1:1:1:1:1:1]
[PHYS_ATT_RANGE:TOUGHNESS:1:1:1:1:1:1:1]
[MENT_ATT_RANGE:ANALYTICAL_ABILITY:1:1:1:1:1:1:1]
[MENT_ATT_RANGE:FOCUS:1:1:1:1:1:1:1]
[MENT_ATT_RANGE:CREATIVITY:1:1:1:1:1:1:1]
[MENT_ATT_RANGE:PATIENCE:1:1:1:1:1:1:1]
[MENT_ATT_RANGE:MEMORY:1:1:1:1:1:1:1]
[MENT_ATT_RANGE:SPATIAL_SENSE:1:1:1:1:1:1:1]
[BODY_SIZE:0:0:10]
[BODY_SIZE:1:168:100]
[BODY_SIZE:12:0:1000]
[SKILL_LEARN_RATE:BREWING:100]
[NATURAL_SKILL:BREWING:2]
[CASTE_PROFESSION_NAME:drone:drones]
Drone caste is simple. That should be it.
[CASTE:ROCK]
[CASTE_NAME:rock dwarf:rock dwarves:dwarven]
[MALE][BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS]
[SPEED:2000]
This should have declared a stone type of flesh material. I hope.
[CASTE:F_ROCK]
[CASTE_NAME:rock dwarf:rock dwarves:dwarven]
[FEMALE]
[MULTIPLE_LITTER_RARE]
[SPEED:2000]
[CASTE:FLESH]
[CASTE_NAME:flesh dwarf:flesh dwarves:dwarven]
[MALE][BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS]
[SPEED:400]
[CASTE:F_FLESH]
[CASTE_NAME:flesh dwarf:flesh dwarves:dwarven]
[FEMALE]
[MULTIPLE_LITTER_RARE]
[SPEED:400]
[CASTE:WOOD]
[CASTE_NAME:wood dwarf:wood dwarves:dwarven]
[MALE][BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS]
[SPEED:1200]
[CASTE:F_WOOD]
[CASTE_NAME:wood dwarf:wood dwarves:dwarven]
[FEMALE]
[MULTIPLE_LITTER_RARE]
[SPEED:1200]
[CASTE:MAGMA]
[CASTE_NAME:magma dwarf:magma dwarves:dwarven]
[MALE][BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS]
[SPEED:2000]
[CASTE:F_MAGMA]
[CASTE_NAME:magma dwarf:magma dwarves:dwarven]
[FEMALE]
[MULTIPLE_LITTER_RARE]
[SPEED:2000]
[CASTE:BLOOD]
[CASTE_NAME:blood dwarf:blood dwarves:dwarven]
[MALE][BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS]
[CASTE:F_BLOOD]
[CASTE_NAME:blood dwarf:blood dwarves:dwarven]
[FEMALE]
[MULTIPLE_LITTER_RARE]
[CASTE:STINGER]
[CASTE_NAME:stinger dwarf:stinger dwarves:dwarven]
[MALE][BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS]
[CASTE:F_STINGER]
[CASTE_NAME:stinger dwarf:stinger dwarves:dwarven]
[FEMALE]
[MULTIPLE_LITTER_RARE]
[CASTE:SOIL]
[CASTE_NAME:soil dwarf:soil dwarves:dwarven]
[MALE][BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS]
[CASTE:F_SOIL]
[CASTE_NAME:soil dwarf:soil dwarves:dwarven]
[FEMALE]
[MULTIPLE_LITTER_RARE]
[CASTE:BEAST]
[CASTE_NAME:dwarbarian:dwarbarians:dwarven]
[MALE][BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS]
[CASTE:F_BEAST]
[CASTE_NAME:dwarbarian:dwarbarians:dwarven]
[FEMALE]
[MULTIPLE_LITTER_RARE]
[CASTE:ROYAL]
[CASTE_NAME:royal dwarf:royal dwarves:dwarven]
[MALE][BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS]
[CASTE:F_ROYAL]
[CASTE_NAME:royal dwarf:royal dwarves:dwarven]
[FEMALE]
[MULTIPLE_LITTER_RARE]
[SELECT_CASTE:DRONE]
[SELECT_ADDITIONAL_CASTE:FLESH]
[SELECT_ADDITIONAL_CASTE:F_FLESH]
[SELECT_ADDITIONAL_CASTE:ROCK]
[SELECT_ADDITIONAL_CASTE:F_ROCK]
[SELECT_ADDITIONAL_CASTE:WOOD]
[SELECT_ADDITIONAL_CASTE:F_WOOD]
[SELECT_ADDITIONAL_CASTE:MAGMA]
[SELECT_ADDITIONAL_CASTE:F_MAGMA]
[SELECT_ADDITIONAL_CASTE:STINGER]
[SELECT_ADDITIONAL_CASTE:F_STINGER]
[SELECT_ADDITIONAL_CASTE:ROYAL]
[SELECT_ADDITIONAL_CASTE:F_ROYAL]
[SELECT_ADDITIONAL_CASTE:SOIL]
[SELECT_ADDITIONAL_CASTE:F_SOIL]
[SELECT_ADDITIONAL_CASTE:BEAST]
[SELECT_ADDITIONAL_CASTE:F_BEAST]
[BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:SKULL:5FINGERS:5TOES:MOUTH:FACIAL_FEATURES:TEETH:RIBCAGE]
Doesn't include Blood caste.
[SELECT_CASTE:BLOOD]
[SELECT_ADDITIONAL_CASTE:F_BLOOD]
[BODY:HUMANOID_4ARMS:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:SKULL:MOUTH:5FINGERS:5TOES:TEETH:RIBCAGE:FACIAL_FEATURES]
Blood caste is four-armed.
[SELECT_CASTE:DRONE]
[SELECT_ADDITIONAL_CASTE:FLESH]
[SELECT_ADDITIONAL_CASTE:F_FLESH]
[SELECT_ADDITIONAL_CASTE:MAGMA]
[SELECT_ADDITIONAL_CASTE:F_MAGMA]
[SELECT_ADDITIONAL_CASTE:STINGER]
[SELECT_ADDITIONAL_CASTE:F_STINGER]
[SELECT_ADDITIONAL_CASTE:BLOOD]
[SELECT_ADDITIONAL_CASTE:F_BLOOD]
[SELECT_ADDITIONAL_CASTE:ROYAL]
[SELECT_ADDITIONAL_CASTE:F_ROYAL]
[SELECT_ADDITIONAL_CASTE:SOIL]
[SELECT_ADDITIONAL_CASTE:F_SOIL]
[SELECT_ADDITIONAL_CASTE:BEAST]
[SELECT_ADDITIONAL_CASTE:F_BEAST]
Doesn't include Rock or Wood caste. Magma may also require their own, for magma-safe material. We'll see about that later.
[SELECT_ADDITIONAL_CASTE:F_ROCK]
[SELECT_ADDITIONAL_CASTE:WOOD]
[SELECT_ADDITIONAL_CASTE:F_WOOD]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[BODY_DETAIL_PLAN:HEAD_HAIR_TISSUE_LAYERS]
See if selecting a caste later allows you to add it in after declarations - I suspect that's the case.
Eyebrows and eyelashes are manually added here.
[USE_TISSUE_TEMPLATE:EYEBROW:EYEBROW_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:HEAD:EYEBROW:ABOVE:BY_CATEGORY:EYE]
[USE_TISSUE_TEMPLATE:EYELASH:EYELASH_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:EYELID:EYELASH:FRONT]
And nails.
[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]
[BODY_SIZE:0:0:3000]
[BODY_SIZE:1:168:15000]
[BODY_SIZE:12:0:60000]
Set up some major arteries that couldn't be handled in the raw templates. The selection commands can be used to grab tissue layers to adjust their
properties after they have been created.
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]
[TL_MAJOR_ARTERIES]
Then back to some more body detail plans.
[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUES]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]
[RELSIZE:BY_CATEGORY:LIVER:300] Of course! Standard relative size for humanoids is 200.
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
[HAS_NERVES]
This controls the bleeding behavior.
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[CREATURE_CLASS:GENERAL_POISON]
[GETS_WOUND_INFECTIONS]
[GETS_INFECTIONS_FROM_ROT]
Flesh dwarves don't get syndromes. Need to address that.
Some tags to control the overall infection behavior.
[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]
These body modifiers give individual dwarves different characteristics. In the case of HEIGHT, BROADNESS and LENGTH, the modifier is also a
percentage change to the BODY_SIZE of the individual creature. The seven numbers afterward give a distribution of ranges. Each interval has an equal chance
of occurring.
[BODY_APPEARANCE_MODIFIER:HEIGHT:75:95:98:100:102:105:125]
[APP_MOD_IMPORTANCE:500]
[BODY_APPEARANCE_MODIFIER:BROADNESS:75:95:98:100:102:105:125]
[APP_MOD_IMPORTANCE:500]
In order to set properties for body parts, first you select them. In this case, we select all body parts of category EYE, then we add a few
modifiers to them.
[SET_BP_GROUP:BY_CATEGORY:EYE]
[BP_APPEARANCE_MODIFIER:CLOSE_SET:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[BP_APPEARANCE_MODIFIER:DEEP_SET:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[BP_APPEARANCE_MODIFIER:ROUND_VS_NARROW:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[BP_APPEARANCE_MODIFIER:LARGE_IRIS:25:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]
[SET_BP_GROUP:BY_CATEGORY:LIP]
[BP_APPEARANCE_MODIFIER:THICKNESS:50:70:90:100:110:130:200]
[APP_MOD_NOUN:lips:PLURAL]
[APP_MOD_DESC_RANGE:55:70:90:110:150:190]
[SET_BP_GROUP:BY_CATEGORY:NOSE]
[BP_APPEARANCE_MODIFIER:BROADNESS:25:70:90:100:110:130:200]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]
[BP_APPEARANCE_MODIFIER:LENGTH:25:70:90:100:110:130:200]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]
[BP_APPEARANCE_MODIFIER:UPTURNED:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:CONVEX:0:70:90:100:110:130:200]
[APP_MOD_NOUN:nose bridge:SINGULAR]
[SET_BP_GROUP:BY_CATEGORY:EAR]
[BP_APPEARANCE_MODIFIER:SPLAYED_OUT:0:70:90:100:110:130:200]
[APP_MOD_NOUN:ears:PLURAL]
[BP_APPEARANCE_MODIFIER:HANGING_LOBES:0:70:90:100:110:130:200]
[APP_MOD_NOUN:ears:PLURAL]
[BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_NOUN:ears:PLURAL]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
[BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_NOUN:ears:PLURAL]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
[SET_BP_GROUP:BY_CATEGORY:TOOTH]
[BP_APPEARANCE_MODIFIER:GAPS:0:70:90:100:110:130:200]
[APP_MOD_NOUN:teeth:PLURAL]
[SET_BP_GROUP:BY_CATEGORY:SKULL]
[BP_APPEARANCE_MODIFIER:HIGH_CHEEKBONES:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:BROAD_CHIN:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:JUTTING_CHIN:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:SQUARE_CHIN:0:70:90:100:110:130:200]
[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:HEAD]
[BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
[BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
These are as before.
[MAXAGE:150:170]
[SELECT_CASTE:ROCK]
[SELECT_ADDITIONAL_CASTE:F_ROCK]
[NOFEAR]
[TISSUE:ROCK]
[TISSUE_NAME:rock:rock]
[TISSUE_MATERIAL:INORGANIC:GYPSUM]
[MUSCULAR]
[FUNCTIONAL]
[STRUCTURAL]
[RELATIVE_THICKNESS:1]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE_LAYER:BY_CATEGORY:ALL:ROCK]
Tissue defined. Skills and caste skill names:
[SKILL_LEARN_RATE:MINING:250]
[CASTE_PROFESSION_NAME:MINER:rock delver:rock delvers]
[SKILL_LEARN_RATE:MASONRY:250]
[CASTE_PROFESSION_NAME:MASON:rock mason:rock masons]
[SKILL_LEARN_RATE:MECHANICS:250]
[CASTE_PROFESSION_NAME:MECHANIC:rock tinker:rock tinkers]
[SKILL_LEARN_RATE:STONECRAFT:250]
[CASTE_PROFESSION_NAME:STONECRAFTER:rock crafter:rock crafters]
[SKILL_LEARN_RATE:DETAILSTONE:250]
[CASTE_PROFESSION_NAME:ENGRAVER:rock shaper:rock shapers]
[SKILL_LEARN_RATE:CUTGEM:250]
[SKILL_LEARN_RATE:ENCRUSTGEM:250]
[CASTE_PROFESSION_NAME:GEM_CUTTER:rock cutter:rock cutters]
[CASTE_PROFESSION_NAME:GEM_SETTER:rock decorater:rock decoraters]
[SKILL_LEARN_RATE:HAMMER:150]
[SKILL_LEARN_RATE:MACE:150]
[SKILL_LEARN_RATE:MELEE_COMBAT:150]
[SKILL_LEARN_RATE:SHIELD:50]
[SKILL_LEARN_RATE:STANCE_STRIKE:50]
[SKILL_LEARN_RATE:ARMOR:50]
[SKILL_LEARN_RATE:WRESTLING:50]
[SELECT_CASTE:WOOD]
[SELECT_ADDITIONAL_CASTE:F_WOOD]
[NO_EAT][NOBREATHE][NO_SLEEP]
[TISSUE:WOOD]
[TISSUE_NAME:wood:wood]
[TISSUE_MATERIAL:LOCAL_PLANT_MAT:WOOD:PINE]
[MUSCULAR]
[FUNCTIONAL]
[STRUCTURAL]
[RELATIVE_THICKNESS:1]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE_LAYER:BY_CATEGORY:ALL:WOOD]
Tissues defined. Skills:
[SKILL_LEARN_RATE:CARPENTRY:250]
[CASTE_PROFESSION_NAME:CARPENTER:wood shaper:wood shapers]
[SKILL_LEARN_RATE:PLANT:250]
[CASTE_PROFESSION_NAME:PLANTER:wood coaxer:wood coaxers]
[SKILL_LEARN_RATE:POTASH_MAKING:250]
[CASTE_PROFESSION_NAME:POTASH_MAKER:wood ash soaker:wood ash soakers]
[SKILL_LEARN_RATE:WOODCRAFT:250]
[SKILL_LEARN_RATE:WOODCUTTING:250]
[SKILL_LEARN_RATE:PROCESSPLANTS:250]
[SKILL_LEARN_RATE:BEEKEEPING:250]
[SKILL_LEARN_RATE:BOWYER:250]
[SKILL_LEARN_RATE:LYE_MAKING:250]
[SKILL_LEARN_RATE:WEAVING:250]
[SKILL_LEARN_RATE:HERBALISM:500]
[SKILL_LEARN_RATE:CLOTHESMAKING:250]
[SKILL_LEARN_RATE:HAMMER:150]
[SKILL_LEARN_RATE:MACE:150]
[SKILL_LEARN_RATE:MELEE_COMBAT:150]
[SKILL_LEARN_RATE:SHIELD:100]
[SKILL_LEARN_RATE:STANCE_STRIKE:100]
[SKILL_LEARN_RATE:ARMOR:100]
[SKILL_LEARN_RATE:WRESTLING:100]
[SELECT_CASTE:FLESH]
[SELECT_ADDITIONAL_CASTE:F_FLESH]
[NATURAL_SKILL:DIAGNOSE:6]
[SKILL_LEARN_RATE:SURGERY:250]
[CASTE_PROFESSION_NAME:SURGEON:flesh cutter:flesh cutters]
[SKILL_LEARN_RATE:DRESS_WOUNDS:250]
[CASTE_PROFESSION_NAME:WOUND_DRESSER:flesh mender:flesh menders]
[SKILL_LEARN_RATE:SET_BONE:250]
[CASTE_PROFESSION_NAME:BONE_SETTER:flesh pounder:flesh pounders]
[SKILL_LEARN_RATE:SUTURE:250]
[CASTE_PROFESSION_NAME:SUTURER:flesh weaver:flesh weavers]
[SKILL_LEARN_RATE:DIAGNOSE:250]
[CASTE_PROFESSION_NAME:DIAGNOSER:flesh studier:flesh studiers]
[CASTE_PROFESSION_NAME:DOCTOR:flesh master:flesh masters]
[SELECT_CASTE:MAGMA]
[SELECT_ADDITIONAL_CASTE:F_MAGMA]
Attributes for dwarves are still described in terms of the median value below, but the actual game effects are altered according to the raw numbers.
The numbers are different percentile values. 1000 is the human median for all attributes, so dwarven strength, for instance, has a higher median of 1250,
although they suffer from their smaller size.
By reselecting the castes here, I intend to define everyone *except* drones as having the following:
[SELECT_CASTE:FLESH]
[SELECT_ADDITIONAL_CASTE:F_FLESH]
[SELECT_ADDITIONAL_CASTE:MAGMA]
[SELECT_ADDITIONAL_CASTE:F_MAGMA]
[SELECT_ADDITIONAL_CASTE:STINGER]
[SELECT_ADDITIONAL_CASTE:F_STINGER]
[SELECT_ADDITIONAL_CASTE:BLOOD]
[SELECT_ADDITIONAL_CASTE:F_BLOOD]
[SELECT_ADDITIONAL_CASTE:ROYAL]
[SELECT_ADDITIONAL_CASTE:F_ROYAL]
[SELECT_ADDITIONAL_CASTE:ROCK]
[SELECT_ADDITIONAL_CASTE:F_ROCK]
[SELECT_ADDITIONAL_CASTE:WOOD]
[SELECT_ADDITIONAL_CASTE:F_WOOD]
[SELECT_ADDITIONAL_CASTE:BLOOD]
[SELECT_ADDITIONAL_CASTE:F_BLOOD]
[SELECT_ADDITIONAL_CASTE:SOIL]
[SELECT_ADDITIONAL_CASTE:F_SOIL]
[SELECT_ADDITIONAL_CASTE:BEAST]
[SELECT_ADDITIONAL_CASTE:F_BEAST]
[PHYS_ATT_RANGE:STRENGTH:750:950:1150:1250:1350:1550:2250]
[PHYS_ATT_RANGE:AGILITY:550:600:800:900:1000:1100:1500]
[PHYS_ATT_RANGE:TOUGHNESS:850:950:1150:1250:1350:1550:2250]
[MENT_ATT_RANGE:ANALYTICAL_ABILITY:750:950:1150:1250:1350:1550:2250]
[MENT_ATT_RANGE:FOCUS:900:1200:1400:1500:1600:1800:2500]
[MENT_ATT_RANGE:CREATIVITY:750:950:1150:1250:1350:1550:2250]
[MENT_ATT_RANGE:PATIENCE:850:950:1150:1250:1350:1550:2250]
[MENT_ATT_RANGE:MEMORY:850:950:1150:1250:1350:1550:2250]
[MENT_ATT_RANGE:SPATIAL_SENSE:900:1200:1400:1500:1600:1800:2500]
Attack definitions are formatted as follows:
[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:punch:punches]
This means that the attack will use as much of the available tissue as possible, rather than, say, thrusting with a spike.
[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]
This causes all of the nails on the finger's of a given grasp to be used.
[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]
This causes all of the teeth on a given head to be used.
[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]
This command lets you select all of the castes again.
**From here on out is appearances and general stuff that should be for all dorfs, not caste-bound.
[SELECT_CASTE:ALL]
Here, GENERAL_BABY_NAME is at the creature level, and BABYNAME is at the caste level. These names could be gender-specific but aren't right now.
[BABY:1]
[GENERAL_BABY_NAME:dwarven baby:dwarven babies]
[BABYNAME:dwarven baby:dwarven babies]
[CHILD:12]
[GENERAL_CHILD_NAME:dwarven child:dwarven children]
[CHILDNAME:dwarven child:dwarven children]
[EQUIPS]
[CAVE_ADAPT]
[DIURNAL]
This is the new format for making specific unit names for a creature. Any unit token can be used. If you want to add a caste-specific profession
name, use CASTE_PROFESSION_NAME instead, once the caste has been declared.
[PROFESSION_NAME:CRAFTSMAN:craftsdwarf:craftsdwarves]
[PROFESSION_NAME:FISHERMAN:fisherdwarf:fisherdwarves]
[PROFESSION_NAME:HAMMERMAN:hammerdwarf:hammerdwarves]
[PROFESSION_NAME:SPEARMAN:speardwarf:speardwarves]
[PROFESSION_NAME:CROSSBOWMAN:marksdwarf:marksdwarves]
[PROFESSION_NAME:AXEMAN:axedwarf:axedwarves]
[PROFESSION_NAME:SWORDSMAN:swordsdwarf:swordsdwarves]
[PROFESSION_NAME:MACEMAN:macedwarf:macedwarves]
[PROFESSION_NAME:PIKEMAN:pikedwarf:pikedwarves]
[PROFESSION_NAME:BOWMAN:bowdwarf:bowdwarves]
[PROFESSION_NAME:MASTER_CROSSBOWMAN:Elite Marksdwarf:Elite Marksdwarves]
[PROFESSION_NAME:MASTER_BOWMAN:Elite Bowdwarf:Elite Bowdwarves]
[SPEECH:dwarf.txt]
[HOMEOTHERM:10067]
[ALCOHOL_DEPENDENT]
[SWIMS_LEARNED][SWIM_SPEED:2500]
[PERSONALITY:IMMODERATION:0:55:100]
[PERSONALITY:VULNERABILITY:0:45:100]
[PERSONALITY:STRAIGHTFORWARDNESS:0:55:100]
[MANNERISM_FINGERS:finger:fingers]
[MANNERISM_NOSE:nose]
[MANNERISM_EAR:ear]
[MANNERISM_HEAD:head]
[MANNERISM_EYES:eyes]
[MANNERISM_MOUTH:mouth]
[MANNERISM_HAIR:hair]
[MANNERISM_KNUCKLES:knuckles]
[MANNERISM_LIPS:lips]
[MANNERISM_CHEEK:cheek]
[MANNERISM_NAILS:nails]
[MANNERISM_FEET:feet]
[MANNERISM_ARMS:arms]
[MANNERISM_HANDS:hands]
[MANNERISM_TONGUE:tongue]
[MANNERISM_LEG:leg]
[MANNERISM_LAUGH]
[MANNERISM_SMILE]
[MANNERISM_WALK]
[MANNERISM_SIT]
[MANNERISM_BREATH]
[MANNERISM_POSTURE]
[MANNERISM_STRETCH]
[MANNERISM_EYELIDS]
[SPOUSE_CONVERSION_TARGET]
Now we'll select all of the hair tissue layers we can find so that we can add colorations to them. Even if the castes have different tissue
layers, it'll find the layers and establish modifiers for each of the castes properly.
[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHEEK_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHIN_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:MOUSTACHE]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:SIDEBURNS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:EYEBROW]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:EYELASH]
A color modifier takes a list of color patterns (every color is associated to a monotone color pattern of its color, so you can also
use color tokens) and frequencies.
[TL_COLOR_MODIFIER:AMBER:1:AUBURN:1:BLACK:1:BROWN:1:BUFF:1:BURNT_SIENNA:1:BURNT_UMBER:1:CHARCOAL:1:CHESTNUT:1:CHOCOLATE:1:CINNAMON:1:COPPER:1:DARK_BROWN:1:DA
RK_CHESTNUT:1:DARK_TAN:1:ECRU:1:FLAX:1:GOLD:1:GOLDEN_YELLOW:1:GOLDENROD:1:LIGHT_BROWN:1:MAHOGANY:1:OCHRE:1:PALE_BROWN:1:PALE_CHESTNUT:1:PUMPKIN:1:RAW_UMBER:1
:RUSSET:1:SAFFRON:1:SEPIA:1:TAN:1:TAUPE_DARK:1:TAUPE_GRAY:1:TAUPE_MEDIUM:1:TAUPE_PALE:1:TAUPE_SANDY:1]
[TLCM_NOUN:hair:SINGULAR]
[TL_COLOR_MODIFIER:GRAY:1]
This gives the start and finish time in <year>|<days> for the color change to occur
[TLCM_NOUN:hair:SINGULAR]
[TLCM_TIMING:ROOT:80:0:130:0]
[TL_COLOR_MODIFIER:WHITE:1]
[TLCM_NOUN:hair:SINGULAR]
[TLCM_TIMING:ROOT:130:0:150:0]
Now we'll select the eyebrows and eyelashes and give them variable lengths.
[SET_TL_GROUP:BY_CATEGORY:HEAD:EYEBROW]
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:50:80:90:100:110:120:150]
[APP_MOD_NOUN:eyebrows:PLURAL]
[APP_MOD_DESC_RANGE:55:70:90:110:130:145]
[TISSUE_LAYER_APPEARANCE_MODIFIER:DENSE:50:80:90:100:110:120:150]
[APP_MOD_NOUN:eyebrows:PLURAL]
[APP_MOD_DESC_RANGE:55:70:90:110:130:145]
[TISSUE_LAYER_APPEARANCE_MODIFIER:HIGH_POSITION:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyebrows:PLURAL]
[SET_TL_GROUP:BY_CATEGORY:HEAD:EYELASH]
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:50:80:90:100:110:120:150]
[APP_MOD_NOUN:eyelashes:PLURAL]
[APP_MOD_DESC_RANGE:55:70:90:110:130:145]
All of the other hair is selected and started at length zero. It's fine to group them all together like this -- the creature can still
accomodate different lengths once hair cutting/styling goes in. I used one modifier here because the growth rates and starting length are all the same.
[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHEEK_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHIN_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:MOUSTACHE]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:SIDEBURNS]
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:0:0:0:0:0:0:0]
[APP_MOD_NOUN:hair:SINGULAR]
Here we set the growth rate. This will change the modifier (LENGTH) by 1 each day up to a maximum of 1000 from the start of
the dwarf's life (early beards!) for as long as the dwarf is alive. The format is (APP_MOD_RATE|<rate>|<scale>|<min>|<max>|<start year>|<start day>|<end
year>|<end day>) where the final two tokens can be replaced by NO_END if the growth is to continue indefinitely.
[APP_MOD_RATE:1:DAILY:0:1000:0:0:NO_END]
[APP_MOD_DESC_RANGE:10:25:75:125:200:300]
[TISSUE_LAYER_APPEARANCE_MODIFIER:CURLY:0:70:90:100:110:130:200]
[APP_MOD_NOUN:hair:SINGULAR]
[TISSUE_LAYER_APPEARANCE_MODIFIER:GREASY:0:70:90:100:110:130:200]
[APP_MOD_NOUN:hair:SINGULAR]
[TISSUE_LAYER_APPEARANCE_MODIFIER:DENSE:50:80:90:100:110:120:150]
[APP_MOD_NOUN:hair:SINGULAR]
[APP_MOD_DESC_RANGE:55:70:90:110:130:145]
[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[TISSUE_STYLE_UNIT:HAIR:STANDARD_HAIR_SHAPINGS]
[TSU_NOUN:hair:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:HEAD:CHEEK_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHIN_WHISKERS]
[TISSUE_STYLE_UNIT:BEARD:STANDARD_BEARD_SHAPINGS]
[TSU_NOUN:beard:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:HEAD:MOUSTACHE]
[TISSUE_STYLE_UNIT:MOUSTACHE:STANDARD_MOUSTACHE_SHAPINGS]
[TSU_NOUN:moustache:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:HEAD:SIDEBURNS]
[TISSUE_STYLE_UNIT:SIDEBURNS:STANDARD_SIDEBURNS_SHAPINGS]
[TSU_NOUN:sideburns:PLURAL]
Here we handle nail length.
*** need a new style to keep these short and need to make the entity def say to keep them short
SET_TL_GROUP:BY_CATEGORY:FINGER:NAIL]
PLUS_TL_GROUP:BY_CATEGORY:TOE:NAIL]
TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:100:100:100:100:100:100:100]
APP_MOD_RATE:1:DAILY:0:1000:0:0:NO_END]
APP_MOD_NOUN:nails:PLURAL]
Here all of the skin is selected and various colors are listed.
[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:PIN
K:1:RAW_UMBER:1:SEPIA:1:TAN:1:TAUPE_PALE:1:TAUPE_SANDY:1]
[TLCM_NOUN:skin:SINGULAR]
[TISSUE_LAYER_APPEARANCE_MODIFIER:WRINKLY:0:0:0:0:0:0:0]
[APP_MOD_RATE:1:YEARLY:0:100:60:0:NO_END]
[APP_MOD_NOUN:skin:SINGULAR]
[APP_MOD_DESC_RANGE:0:0:0:1:25:50]
Now we do the eyes, using the somewhat clunky eye color patterns.
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:IRIS_EYE_AMETHYST:1:IRIS_EYE_AQUAMARINE:1:IRIS_EYE_BRASS:1:IRIS_EYE_BRONZE:1:IRIS_EYE_COBALT:1:IRIS_EYE_COPPER:1:IRIS_EYE_EMERALD:1:IRIS_E
YE_GOLD:1:IRIS_EYE_HELIOTROPE:1:IRIS_EYE_JADE:1:IRIS_EYE_OCHRE:1:IRIS_EYE_RAW_UMBER:1:IRIS_EYE_RUST:1:IRIS_EYE_SILVER:1:IRIS_EYE_SLATE_GRAY:1:IRIS_EYE_TURQUO
ISE:1]
[TLCM_NOUN:eyes:PLURAL]