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Author Topic: F*ing [BP:]'s, how do they work?  (Read 1856 times)

KojaK

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F*ing [BP:]'s, how do they work?
« on: August 15, 2011, 10:28:45 am »

So I'm in need of assistance.

I love modding, and dwarf fortress is about as close to the holy grail of modding that you can get.

But I have a problem. Body parts confuse the shit out of me. I understand tokens and modding existing creatures and all that(making dwarfs aquatic and [speed:0]), but I don't quite understand the correlation between lists of parts that connect to each other and how that translates into skin and fat and nerves and all those tissue layers in the actual game.

I heard someone made a kitten with high-pressure gas as layer of tissue. Awesome. But how do I make exploding death kittens for myself?

Can someone please explain to me, preferably in gruesomely excruciating detail, how body part syntax works, and how it would come out in the actual game? I don't want inside-out dwarfs with fat for skin and bones for beards.

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Quote from: Airpi
A normal ballista does damage by piercing with overlarge arrows, a dwarven ballista does damage by crushing with entire trees.

They will run, naked, into the caverns and roll around in whatever nearby filth is available.  Watch for gory explosions.

magmaholic

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Re: F*ing [BP:]'s, how do they work?
« Reply #1 on: August 15, 2011, 12:47:47 pm »

why not?
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KojaK

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Re: F*ing [BP:]'s, how do they work?
« Reply #2 on: August 15, 2011, 01:02:42 pm »

Because I want to do that on purpose dammit! While awesome, it's also impractical.
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Quote from: Airpi
A normal ballista does damage by piercing with overlarge arrows, a dwarven ballista does damage by crushing with entire trees.

They will run, naked, into the caverns and roll around in whatever nearby filth is available.  Watch for gory explosions.

BeforeLifer

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Re: F*ing [BP:]'s, how do they work?
« Reply #3 on: August 15, 2011, 01:14:53 pm »

Allright ill give you some help on that with examples. In this just get forget that the # is there.

Spoiler (click to show/hide)
This is the humiond body set and i will use it for explinations on basic tokens.
The [BP: token marks this as a body part that is part of this set.
The 2-3 letters next to it are there to mark it for conections and such.
After that is the  singular name and then the plural name but if there is no plural STP is used and the 4 of these are in one set of []
Then you see this token called [CON: with 2-3 letters after it. This tells the game what bodypart to the body its in attaches too. And the 2-3 letters are what it would connect too. So in the cause of the left foot it has [CON:LLL] This makes it attach to the body part in this set that has LLL after BP: in this cause its the left lower leg.
After this is various tokens depending on the body parts. The UPPERBODY, LOWERBODY, HEAD tags all list the body part as what it stats, MORE THAN ONE CAN BE ON EACH PART but it is suggested to only use 1 of each unless you want a multi body creature.
There is also other tokens such as LIMB which states this body part as a Limb and premits the covering of the limb with varouis clothing/armor depending on were its located between. The GRASP token permits the part to grab hold of things such as weapons and also gives it more wreastling moves if you grab hold with that part. The STANCE token lets the creature stand and if 50% or more of these are damaged severly enothe then the creature will be unable to stand.
The theres a CATEGORY token. This states what this body part will be called for layering tissues and other purposes that i will get into later. It is also used for attacks.
And finaly we see a DEFAULT_RESIZE token. This is used to place a default size on the body part.

Spoiler (click to show/hide)
Spoiler (click to show/hide)
These two body plans tell the game to allow the use all of these tissues/matirals in the creature you are making. You need to have both the tissues and the material template for it to work.
Spoiler (click to show/hide)
This is were the BY_CATEGORY token comes into play. What this does is this tells the game how to layer the tissues on to the body parts.
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
And this tells what layers to use.
[BP_LAYERS:BY_CATEGORY:ARM_UPPER:ARG4:25:ARG3:25:ARG2:5:ARG1:1]
This is an example of the upper arm. Using the list of tissues above ARG1 will be replaced with SKIN, ARG2 with FAT, ARG3 with MUSCLE, ARG4 with BONE, and ARG5 with CARTILAGE. But CARTILAGE isent used in the arm so dont worry about it now. Even though it seems like its orderd in reverse its not so dont worry about it just dont mix and match it but try to keep it that way. Anyway back to the example you can see that first it will be layerd with SKIN with a relitive thickness of 1 then FAT with a relitive thickness of 5 and then MUSCLE and then BONE both with a thickness of 25.
For the ones that dont have an ARG and have something like an organ for the respective organ that means that insted of useing one of the 5 tissues stated above, it will use that tissue for JUST that part. Example it uses the kidney tissue for the kidneys.
And if it skips a tissue like for the ear it goes ARG5:4:ARG1:1 dont worry it ONLY put in the tissues that you selected.
Now that you know what each thing is you can go about doing some modding.
If you want to make it so that the tissues are messed up like muscle comes first then skin then bone and then fat you would simples replace
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
with
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:MUSCLE:SKIN:BONE:FAT:CARTILAGE]
Word of warning unless you make and INTERERLY NEW tissue layering template it will apply to ALL the creatures that have the
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS] Template so you will end up seeing not only dwarves with a body like this, but 95% of the wildlife as well.
Forget I typed that I just had an epicly large brain fart.
NOTE: this is only for the body parts and body templates if you want to know about how to edit tissues and such just ask and if you got any questions about this as well just ask them and ill get to you as soon as I can.
« Last Edit: August 18, 2011, 11:32:26 pm by BeforeLifer »
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Any thoughts on how this can be abused?
Around these parts It's called weaponized

KojaK

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Re: F*ing [BP:]'s, how do they work?
« Reply #4 on: August 15, 2011, 10:11:52 pm »

Okay, so I would really like to understand how the combat system uses the raws to determine damage and all that.

I think I'll start off with something simple, the simplest creature I can possibly create... something like a fluffy wambler...

Except I want to create it entirely without using standard body detail plans(or at least as much as is practical). I envision it as a bouncing ball of wambler fat. (obviously with NO_SLEEP NO_DRINK and NO_EAT for simplicity, and for now just use existing fat tissue)

So on top of [CREATURE:BASTARD_FLUFFY], what other tags do I need to at least get something DF will load?

EDIT: Forgot [DESCRIPTION:A small bouncing ball of wambler fat.] and [NAME:fluffy bastard:fluffy bastards:fluffy bastard]

Also, I'm gonna need that NO_BRAIN tag... or was it NO_THOUGHT?
« Last Edit: August 15, 2011, 11:01:02 pm by KojaK »
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Quote from: Airpi
A normal ballista does damage by piercing with overlarge arrows, a dwarven ballista does damage by crushing with entire trees.

They will run, naked, into the caverns and roll around in whatever nearby filth is available.  Watch for gory explosions.

BeforeLifer

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Re: F*ing [BP:]'s, how do they work?
« Reply #5 on: August 15, 2011, 10:47:37 pm »

Alright well once again im gona use examples using a common creature the dog to show what you need/dont need.

Spoiler (click to show/hide)
Alright up first you got the basic crap that determins what to call it and discription. This is nessisary.
Then you got the the creature_tile token which determinds what repersents it followed by the color token. Both of these are nessisary otherwise the creature wont have a tile ingame.
Then you got the Petvalue and then natural the first one is only for pets and determins how much the pet will be worth when trading and the natural token means the the creature is a natural. I dont know what exatly the purpose is but it would be a good idea to add it if you want to make a commen above ground creature. Both arent nessisary from have i know but the natural might be needed in the absence of other tokens.
Large_Roaming means that the creature will spawn at the edge of the map if your in the right area for it. Also unneeded in place of certin tokens.
The next line of tokens all are for pets and crap like that. All of them are unneeded.
BONECARN means that the creature can/will eat bones. Unneeded.
Prefstring allows it to be in dwarven preferences. Example: here it will be "Likes dogs for there loyalty" Not needed but it makes the creature seen more filled out.
Then you got the BODY: tokens. All the tokens you see past here are body parts that will be in the creature. NEEDED: it is possible to just have the blob body part as that has all the tokens needed for creature survival.
BODYGLOSS simples replaces the name of something for another thing. Like here it will replace feet with paws and such.
Then you got all the tokens that give the creature tissues,materials, lists the layers that will be on body parts. NEEDED unless you want to have a list a page long in replace of each token, exeplt for the last one. that one is NEEDED but can be edited to suit your preferences.
Then you got a few more that give the creature some more tissues/materials. That is what you would need to put in place of the detail plan tokens. DO NOT DO THAT IT WILL BE TOOOOOOOOO COMPLICATED.
Then you got the SELECT_TISSUE_LAYER token that selects certine tissues to modify in this cause you will be selecting the heart as well as the skin of the throat and adding in major artierys. Not needed but if you want this creature to be relisiste you should have this spesifice one. And this is changable to any tissue and modify it in any way. Then you got a few more plans that determines were the parts on the head are and were the ribs are respetivly. Not needed but recomend if the creature has stuff like ears and eyes as well as if it has ribs.
The next 3 lines are for adding in tendons and ligaments using a different tissue. Recomended but not needed.
Then theres has nerves which if you want the creautre to have nerves its needed.
Then the next 2 lines are to determine what the creature will have for blood. HIGHLY RECOMENDED unless you want a creature that is increadibly hard to kill.
Then the next 5 lines are all for infections and syndromes. Recomeneded.
The body size tokens determind how big the creature will be at different time sets. Its thought that its in grams and the formula is YEARS:DAYS:GRAMS. So on birth a dog would weight 1 kg and then after one year it would be 12.5kg and then after 2 years it would be 30kg. NEEDED
Then theres some appance modifiers. These give the creature a chance of being large or smaller in a sertine way compaired to averiage. So if it somehow got all ones on the far right, in this cause 110, it would be 10% larger than the average in all ways. Not needed but recomended.
MAXAGE determins how long the creatures can live with the first number being when it can die from old age, in this cause a dog can die from old age after 10 years, and the second number is the absolute posible max age. Not needed but recomened unless you wanta  creautre to prevent from dieing from old age.
Then theres attacks that arent nessisary but it recomened to at least have 1 attack.
Then theres a token called child. This determines when the creature will be called a child.
And then what it will be called. Both arent needed.
Diurnal determins when it will be active it can be replaced with other ones.NEEDED
HOMEOTHERM is the internal tempichure of the creature. currently as far as i know there is no way to make cold blooded creatures. NEEDED
The swim tags lets the creature swin and how fast. Not needed.
MUNDANE marks the creature as a real life creature and if will attack something with the AT_PEACE_WITH_WILDLIFE token. Not needed.
The caste tags are nessisary for there to be a female and a male. Needed if you want the creature to breed. Then theres some hair adding tokens that just modify the apperance of the creature.
The order of all the tokens can be mixxed up as long as there before the caste tokens, but it is recomended to follow this basic order to keep it organized.
The token you are thinking off is the NO_THOUGHT_CENTER_FOR_MOVEMENT token. Only use this if the creature doesent have a brain otherwise some !!FUN!! might happen.
And for weapons ill do that in another post.
« Last Edit: August 16, 2011, 12:19:19 am by BeforeLifer »
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Any thoughts on how this can be abused?
Around these parts It's called weaponized

BeforeLifer

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Re: F*ing [BP:]'s, how do they work?
« Reply #6 on: August 16, 2011, 12:19:36 am »

Alright this will give you info on tissues matiral strenths as well as combat.
Get comfortable because it is LONG.
As always heres some examples to start.
Spoiler (click to show/hide)
Spoiler (click to show/hide)

These are the stats for both copper and bronze. I chose these because one is weaker than the other and there both fairly common.
80% of this is useless at the moment but 3 things are usefull. The density, shear, and impact modifyers. And a few other things so im gona deleted the nonimportant stuff now.
Spoiler (click to show/hide)
Spoiler (click to show/hide)
What we can see is that bronze has higher stats in almost anything like spec heat, molar_mass, impact yield and fracture, shearyield and fracture, as well as higher impact and shear strain at yield also know as elasticity.
Spec heat is how fast the matiral heats up. I dont know if higher is faster or if lower is faster.
Then theres melting/boiling points. If the melting point is above 12000 then the matiral is magma safe and will not melt in magma.
The items tokens are what can be make from the matirel.
Then theres density. This determins how heavy the matiral is. For combat generaly heavier is better as the heavier the weapon is the harder it hits. But the shear info is much more important. But for blute weapons go with the heaviest matiral you can which is generaly silver.
Then theres the molar_mass which curretly has no use but still has a value.
Then you got the real meat and bones for combat caculations.
The impact ones are used for blunt attacks and the shear ones for cutting.
For both of them yield and fracture the higher the better but for elasticity you want it low. But Bronze even thought they conenside here with the elasticity being higher than copper, the fracture and yield are MUCH higher than copper so bronze is much better.
Then theres the max edge but that is semi useless.
Now we move onto some tissue tokens. Note a few things are modifyed so yours will be slightly different than these.
Spoiler (click to show/hide)
I used these because they simpley are the most common and have all of the important tokens.
First of all you got the name then the plural if there is one if not you got NP.
Then theres some tokens such as scars meaning that the tissue will scar and theres other ones called, thickens on energy storage which simply menas that if you got a lazy ass creature it will have that tissue thicker, and thickens on strenth which means that the tissue will get thicker the stronger the creature is.
The arteries means that the tissue has arteries can be torn/cut which, when cut/torn it will bleed at a high rate.
Then theres what material template you use for the tissue.
Then theres relitive thickness which is a multibler with the higher number means that its thicker.
The healing rate is how fast it heals. The LOWWER the number the faster it heals.
Vascual is how fast the tissue bleed when cut/torn. Higher is faster.
Pain reseptors is preety obviouse the higher the more it hurts when damaged.
Connects has an unknow propose.
Setable/splitable let the tissue be wraped in plaster/splits respectively.
Im not done but i got to go for a bit. Will finish this later.
« Last Edit: August 17, 2011, 12:08:09 am by BeforeLifer »
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Any thoughts on how this can be abused?
Around these parts It's called weaponized

KojaK

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Re: F*ing [BP:]'s, how do they work?
« Reply #7 on: August 18, 2011, 07:59:29 am »

Spoiler (click to show/hide)

So I'm not going to make my creature have some alien fat tissue, I'll just use the standard fat. I assume I have to have something to put the fat layer on, so how could I make my creature consist of just an upper body with one fat layer? Can I define my own bodygloss tag inside my creature to rename the upper body "jiggly blob"? (like how the dog has the paw bodygloss)

Also, THANK YOU for detailing to me the tissue raws... I never realized it was this intricate... THICKENS_ON_STORAGE and THICKENS_ON_STRENGTH is awesome.

EDIT: I just realized... is there a [NO_SPECIFIC_PART_FOR_MOVEMENT] as well? I just realized most creatures can't move around when they have broken legs and all that.
« Last Edit: August 18, 2011, 08:01:53 am by KojaK »
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Quote from: Airpi
A normal ballista does damage by piercing with overlarge arrows, a dwarven ballista does damage by crushing with entire trees.

They will run, naked, into the caverns and roll around in whatever nearby filth is available.  Watch for gory explosions.

lastofthelight

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Re: F*ing [BP:]'s, how do they work?
« Reply #8 on: August 18, 2011, 09:09:03 am »

Posting so I can read/find this later. Modding has been significantly harder since 2010; I used to mod all the time but now can't make heads or tails of things, so keeping track of well-detailed threads like this is important.
« Last Edit: August 18, 2011, 09:29:56 am by lastofthelight »
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Re: F*ing [BP:]'s, how do they work?
« Reply #9 on: August 18, 2011, 09:11:59 am »

You do know that there's an entire section of the modding guide that exists for this purpose?
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BeforeLifer

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Re: F*ing [BP:]'s, how do they work?
« Reply #10 on: August 18, 2011, 11:31:46 am »

He proboly doesent but for making new body parts it doesent give much info.
So im giving him everything you need to know as well as the kitchen sink.
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Any thoughts on how this can be abused?
Around these parts It's called weaponized

KojaK

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Re: F*ing [BP:]'s, how do they work?
« Reply #11 on: August 18, 2011, 01:02:17 pm »

No, I'm well aware of that section. I studied it before I came here.

It's good for messing with existing entries, and for making minor changes to entries you copy.

I want to understand the system and it's syntax inside and out. Well, the best I can without the source code, anyway.
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Quote from: Airpi
A normal ballista does damage by piercing with overlarge arrows, a dwarven ballista does damage by crushing with entire trees.

They will run, naked, into the caverns and roll around in whatever nearby filth is available.  Watch for gory explosions.

BeforeLifer

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Re: F*ing [BP:]'s, how do they work?
« Reply #12 on: August 18, 2011, 04:04:08 pm »

Nope sorry but there is no token like that :( But i think if the creature just doesent have any body parts with STANCE at all it wount be impaired like if a human loses a foot it cant stand but if the STANCE token was removed from its feet then i think it would be able to stand no matter what, not sure at all.

And since I got some time with nothing better to do im gona tell you all about attacks :D But not creature attacks as thouse are too easy :D

NOTE: This weapon is not vanila, I edited it in a few ways.

[ITEM_WEAPON:ITEM_WEAPON_HALBERD]
[NAME:halberd:halberds]
[SIZE:900]
[SKILL:PIKE]
[TWO_HANDED:77500]
[MINIMUM_SIZE:57500]
[MATERIAL_SIZE:5]
[ATTACK:EDGE:35000:5000:slash:slashes:NO_SUB:1500]
[ATTACK:EDGE:50:7000:stab:stabs:NO_SUB:1000]
[ATTACK:BLUNT:15:2000:bash:bashes:hammer:1500]
[ATTACK:BLUNT:10000:6000:bash:bashes:shaft:1250]
To start off we got both the weapon name that is used in entitys and then the name itself.
Then theres the size which is used to calculate weight of the weapon as well as how much mass it has avalible to push throught flesh and such, or for how much weight it can base agenst your face with a hammer attack:D This is not default.
Then theres the skill used in the weapon. By defualt this is AXE but the halberd was used more like a edged pike so I made it pike.
Then theres both the minimum size as well as the 2 handed size, this determines both what the minimum size to weild the weapon in the first place as well as how large the creature has to be to wield this with one hand respectivly.
The matiral size is currectly bugged but what it is ment for is how many bars you need to smelt it/how many you get from melting it.
Then you got the meat and bones of the weapon. The attacks.
What the formula is. from left to right, Attack type which is eather edge or blunt. Self explanitory right there. Then theres contact area which determins how much of the seleted body part is hit when that attack is used. Then theres penitration which is how deep it can go. Self explanitory there too and ignored with blunt attacks.
Then you got the verbs as in what the attack is called. And after that is the noun as in ill give you an example as to what it would be if you used the hammer attack for the halberd. "You bash UristMcTarget in the left foot with the hammerof your steel halberd."
The yellow is what would be added with the noun slot filled. If there is no noun replace it with NO_SUB.
After the noun is a velocity modifyer which is 1000 for no change, 2000 for 2 times speed bonus, 1500 for a 50% bonus and so one. What this bascily does is it gives the weapon a larger size for JUST that attack.
Will add more but im busy atm.
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Any thoughts on how this can be abused?
Around these parts It's called weaponized

TomiTapio

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Re: F*ing [BP:]'s, how do they work?
« Reply #13 on: August 18, 2011, 04:12:34 pm »

Allright ill give you some help on that with examples. NOTE: for some reason these things do not like being in spoilers. Just pretend like there how you see them in the raws.
The _RIGHT_ tag gets parsed as a forums formatting, so it vanishes from the raws you posted.
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BeforeLifer

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Re: F*ing [BP:]'s, how do they work?
« Reply #14 on: August 18, 2011, 07:21:23 pm »

ah thanks man ill keep that in mind
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Any thoughts on how this can be abused?
Around these parts It's called weaponized
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