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Difference between revisions of "Lua script examples"
(→Generators: Creature tutorial scripts) |
m (Add version switcher, as it's version-specific) |
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+ | {{av}} | ||
{{Modding}} | {{Modding}} | ||
{{Main|Lua scripting}} | {{Main|Lua scripting}} | ||
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===New divine metals=== | ===New divine metals=== | ||
− | Many of the tables used by vanilla procedural objects are global and thus can be added to or overwritten by mods. You can add new metal descriptions for divine metal pretty easily, for example: | + | Many of the tables used by vanilla procedural objects are global, and thus can be added to or overwritten by mods. You can add new metal descriptions for divine metal pretty easily, for example: |
{{Scriptdata | {{Scriptdata | ||
Line 300: | Line 301: | ||
===Remove default functions=== | ===Remove default functions=== | ||
− | Just as easily as | + | Just as easily as new functions and table entries can be added, default entries can be overwritten so that they cannot generate. This snippet removes the default forgotten beasts. |
See [[Lua functions#Generation Tables]] for a list of the tables the default functions are stored in. | See [[Lua functions#Generation Tables]] for a list of the tables the default functions are stored in. | ||
Line 357: | Line 358: | ||
You don't have to be limited to the vanilla list of random creature variants. Mods can add new kinds of random creature profiles, materials, etc that can be seamlessly integrated into how it generates creatures. | You don't have to be limited to the vanilla list of random creature variants. Mods can add new kinds of random creature profiles, materials, etc that can be seamlessly integrated into how it generates creatures. | ||
− | This script generates a single creature based on a [[ | + | This script generates a single creature based on a [[Wikipedia:Eurypterid|eurypterid]]. It has a unique RCP, set in the function itself. |
{{Scriptdata | {{Scriptdata | ||
Line 432: | Line 433: | ||
water_based_random_creature.EURYPTERID=true | water_based_random_creature.EURYPTERID=true | ||
+ | }} | ||
+ | |||
+ | ===Werebugs=== | ||
+ | |||
+ | You can make a custom function to determine what RCPs are available to a given creature. | ||
+ | |||
+ | These scripts are for an arthropoid version of a [[werebeast]]. | ||
+ | * ``arthropod_rcp`` is a list of RCP keys which fit this theme (plus a few worms on there for fun), which the creature function rolls on to pick its form. | ||
+ | * ``is_bloodsucking_by_key``, along with ``rcp.must_suck_blood_through_proboscis`` and ``rcp.must_suck_blood_through_mouth`` are checked to assign {{token|BLOODSUCKER}} to it, which allows certain creature types to exhibit vampiric behavior if their berserk rampage wasn't enough [[fun]]. | ||
+ | |||
+ | Otherwise, the function should work the same as vanilla werebeasts, generating an associated [[Interaction token|major curse]] in the same way and becoming "twisted into humanoid form" (at the expense of their additional limbs). | ||
+ | |||
+ | {{Scriptdata | ||
+ | |title=arthropod_rcp | ||
+ | |script=local arthropod_rcp = { | ||
+ | "ARACHNID_MITE", | ||
+ | "ARACHNID_SCORPION", | ||
+ | "ARACHNID_SPIDER", | ||
+ | "ARACHNID_TARANTULA", | ||
+ | "ARACHNID_TICK", | ||
+ | "CRUSTACEAN_CRAB", | ||
+ | "CRUSTACEAN_LOBSTER", | ||
+ | "CRUSTACEAN_SHRIMP", | ||
+ | "INSECT_ANT", | ||
+ | "INSECT_ANTLION", | ||
+ | "INSECT_APHID", | ||
+ | "INSECT_BEE", | ||
+ | "INSECT_BUTTERFLY", | ||
+ | "INSECT_CADDISFLY", | ||
+ | "INSECT_CATERPILLAR", | ||
+ | "INSECT_CICADA", | ||
+ | "INSECT_COCKROACH", | ||
+ | "INSECT_CRICKET", | ||
+ | "INSECT_DAMSELFLY", | ||
+ | "INSECT_DARKLING_BEETLE", | ||
+ | "INSECT_DRAGONFLY", | ||
+ | "INSECT_EARWIG", | ||
+ | "INSECT_FIREFLY", | ||
+ | "INSECT_FLEA", | ||
+ | "INSECT_FLY", | ||
+ | "INSECT_GRASSHOPPER", | ||
+ | "INSECT_HORNET", | ||
+ | "INSECT_LACEWING", | ||
+ | "INSECT_LADYBUG", | ||
+ | "INSECT_LOUSE", | ||
+ | "INSECT_MAGGOT", | ||
+ | "INSECT_MANTIS", | ||
+ | "INSECT_MAYFLY", | ||
+ | "INSECT_MOSQUITO", | ||
+ | "INSECT_MOTH", | ||
+ | "INSECT_SILVERFISH", | ||
+ | "INSECT_SCARAB_BEETLE", | ||
+ | "INSECT_SCORPIONFLY", | ||
+ | "INSECT_SNAKEFLY", | ||
+ | "INSECT_STONEFLY", | ||
+ | "INSECT_TERMITE", | ||
+ | "INSECT_THRIPS", | ||
+ | "INSECT_WASP", | ||
+ | "INSECT_WEEVIL", | ||
+ | "NEMATODE", | ||
+ | "LEECH", | ||
+ | } | ||
+ | }} | ||
+ | {{Scriptdata | ||
+ | |title=is_bloodsucking_by_key | ||
+ | |script=local is_bloodsucking_by_key = { | ||
+ | ARACHNID_MITE=true, | ||
+ | ARACHNID_TICK=true, | ||
+ | INSECT_EARWIG=true,--some are parasitic | ||
+ | INSECT_FLEA=true, | ||
+ | INSECT_LOUSE=true, | ||
+ | INSECT_MAGGOT=true, | ||
+ | INSECT_THRIPS=true,--no bloodsucking reported, but does bite humans | ||
+ | NEMATODE=true, | ||
+ | } | ||
+ | }} | ||
+ | {{Scriptdata | ||
+ | |title=creatures.night_creature.werebeast.werebug | ||
+ | |script=creatures.night_creature.werebeast.werebug=function(tok) | ||
+ | local lines={} | ||
+ | local options={ | ||
+ | spheres={ | ||
+ | CHAOS=true, | ||
+ | ANIMALS=true, | ||
+ | NIGHT=true, | ||
+ | MOON=true | ||
+ | }, | ||
+ | always_glowing_eyes=true, | ||
+ | use_werebeast_pcg=true, --use them if werebug sprites somehow exist | ||
+ | animal_coloring_allowed=true, | ||
+ | no_tweak=true, | ||
+ | material_weakness=true, | ||
+ | prioritize_bite=true, | ||
+ | force_ichor=true, | ||
+ | token=tok | ||
+ | } | ||
+ | options.night_creature_agile_pref=true | ||
+ | night_creature_universals(lines,options) | ||
+ | lines[#lines+1]="[NIGHT_CREATURE_HUNTER]" | ||
+ | lines[#lines+1]="[CAN_LEARN]" | ||
+ | lines[#lines+1]="[CAN_SPEAK]" | ||
+ | lines[#lines+1]="[NO_GENDER]" | ||
+ | lines[#lines+1]="[BONECARN]" | ||
+ | lines[#lines+1]="[CRAZED]" | ||
+ | if options.night_creature_strength_pref then | ||
+ | lines[#lines+1]="[PHYS_ATT_RANGE:STRENGTH:1000:1250:1500:2000:2250:2500:3000]" | ||
+ | lines[#lines+1]="[PHYS_ATT_RANGE:AGILITY:450:550:700:750:800:850:900]" | ||
+ | lines[#lines+1]="[PHYS_ATT_RANGE:TOUGHNESS:850:900:950:1000:1050:1100:1150]" | ||
+ | lines[#lines+1]="[PHYS_ATT_RANGE:ENDURANCE:850:900:950:1000:1050:1100:1150]" | ||
+ | options.special_walk_speed=1000 | ||
+ | elseif options.night_creature_agile_pref then | ||
+ | lines[#lines+1]="[PHYS_ATT_RANGE:STRENGTH:450:550:700:750:800:850:900]" | ||
+ | lines[#lines+1]="[PHYS_ATT_RANGE:AGILITY:1000:1250:1500:2000:2250:2500:3000]" | ||
+ | lines[#lines+1]="[PHYS_ATT_RANGE:TOUGHNESS:850:900:950:1000:1050:1100:1150]" | ||
+ | lines[#lines+1]="[PHYS_ATT_RANGE:ENDURANCE:850:900:950:1000:1050:1100:1150]" | ||
+ | options.special_walk_speed=800; | ||
+ | elseif options.night_creature_strength_agile_pref then | ||
+ | lines[#lines+1]="[PHYS_ATT_RANGE:STRENGTH:1000:1150:1250:1500:2000:2250:2500]" | ||
+ | lines[#lines+1]="[PHYS_ATT_RANGE:AGILITY:1000:1150:1250:1500:2000:2250:2500]" | ||
+ | lines[#lines+1]="[PHYS_ATT_RANGE:TOUGHNESS:850:900:950:1000:1050:1100:1150]" | ||
+ | lines[#lines+1]="[PHYS_ATT_RANGE:ENDURANCE:850:900:950:1000:1050:1100:1150]" | ||
+ | options.special_walk_speed=850; | ||
+ | end | ||
+ | lines[#lines+1]="[PHYS_ATT_RANGE:RECUPERATION:450:1050:1150:1250:1350:1550:2250]" | ||
+ | lines[#lines+1]="[PHYS_ATT_RANGE:DISEASE_RESISTANCE:700:1300:1400:1500:1600:1800:2500]" | ||
+ | lines[#lines+1]="[MENT_ATT_RANGE:ANALYTICAL_ABILITY:1250:1500:1750:2000:2500:3000:5000]" | ||
+ | lines[#lines+1]="[MENT_ATT_RANGE:FOCUS:1250:1500:1750:2000:2500:3000:5000]" | ||
+ | lines[#lines+1]="[MENT_ATT_RANGE:WILLPOWER:1250:1500:1750:2000:2500:3000:5000]" | ||
+ | lines[#lines+1]="[MENT_ATT_RANGE:PATIENCE:0:333:666:1000:2333:3666:5000]" | ||
+ | lines[#lines+1]="[MENT_ATT_RANGE:MEMORY:1250:1500:1750:2000:2500:3000:5000]" | ||
+ | lines[#lines+1]="[MENT_ATT_RANGE:LINGUISTIC_ABILITY:450:1050:1150:1250:1350:1550:2250]" | ||
+ | lines[#lines+1]="[MENT_ATT_RANGE:MUSICALITY:0:333:666:1000:2333:3666:5000]" | ||
+ | lines[#lines+1]="[MENT_ATT_RANGE:SOCIAL_AWARENESS:700:1300:1400:1500:1600:1800:2500]" | ||
+ | lines[#lines+1]="[PERSONALITY:BASHFUL:0:0:0]" | ||
+ | lines[#lines+1]="[PERSONALITY:STRESS_VULNERABILITY:0:0:0]" | ||
+ | lines[#lines+1]="[PERSONALITY:FRIENDLINESS:0:0:0]" | ||
+ | lines[#lines+1]="[PERSONALITY:DISDAIN_ADVICE:100:100:100]" | ||
+ | lines[#lines+1]="[PERSONALITY:CHEER_PROPENSITY:0:0:0]" | ||
+ | lines[#lines+1]="[PERSONALITY:GRATITUDE:0:0:0]" | ||
+ | lines[#lines+1]="[PERSONALITY:TRUST:0:0:0]" | ||
+ | lines[#lines+1]="[PERSONALITY:ALTRUISM:0:0:0]" | ||
+ | lines[#lines+1]="[PERSONALITY:CRUELTY:100:100:100]" | ||
+ | |||
+ | add_regular_tokens(lines,options) | ||
+ | populate_sphere_info(lines,options) | ||
+ | lines[#lines+1]="[NATURAL_SKILL:WRESTLING:6]" | ||
+ | lines[#lines+1]="[NATURAL_SKILL:BITE:6]" | ||
+ | lines[#lines+1]="[NATURAL_SKILL:GRASP_STRIKE:6]" | ||
+ | lines[#lines+1]="[NATURAL_SKILL:STANCE_STRIKE:6]" | ||
+ | lines[#lines+1]="[NATURAL_SKILL:MELEE_COMBAT:6]" | ||
+ | lines[#lines+1]="[NATURAL_SKILL:DODGING:6]" | ||
+ | lines[#lines+1]="[NATURAL_SKILL:SITUATIONAL_AWARENESS:6]" | ||
+ | lines[#lines+1]="[NATURAL_SKILL:SNEAK:20]" | ||
+ | |||
+ | lines[#lines+1]="[DIFFICULTY:3]" | ||
+ | lines[#lines+1]="[LAIR:SIMPLE_BURROW:50]" | ||
+ | -- pick a random bug RCP, there's no overlap with the mammal/reptile standard werebeasts | ||
+ | finalize_random_creature_types() -- good practice to run before rolling on it | ||
+ | local rcp_key = pick_random_no_replace(arthropod_rcp) | ||
+ | local rcp=random_creature_types[rcp_key] | ||
+ | |||
+ | local custom_desc_str = "it is crazed for blood and flesh" | ||
+ | -- make them also vampires if they suck blood | ||
+ | if rcp.must_suck_blood_through_proboscis or rcp.must_suck_blood_through_mouth or is_bloodsucking_by_key[rcp_key] then | ||
+ | lines[#lines+1]="[BLOODSUCKER]" | ||
+ | custom_desc_str = "it is crazed for warm blood" | ||
+ | end | ||
+ | -- This sort of process should be fully generalized | ||
+ | -- to all creatures you want to have bespoke associated interactions | ||
+ | -- for example, you can have a blessing that allows a sort of | ||
+ | -- uncrazed transformation into some sort of bespoke | ||
+ | -- generated thing--at least, hopefully it's robust enough for that | ||
+ | local choice=generate_from_list(werebeast_origin_interactions,tok,rcp.name_string,options) | ||
+ | map_merge(options,choice.options) | ||
+ | local werebeast_choice_raws=choice.interaction or choice.raws | ||
+ | raws.register_interactions(werebeast_choice_raws) | ||
+ | add_body_size(lines,math.max(rcp.min_size,80000+trandom(11)*1000),options) | ||
+ | lines[#lines+1]="[CREATURE_TILE:165]" --Ñ | ||
+ | options.forced_color={ | ||
+ | f=6, | ||
+ | b=0, | ||
+ | br=1 | ||
+ | } | ||
+ | options.custom_desc_func=function(options) | ||
+ | return custom_desc_str | ||
+ | end | ||
+ | build_procgen_creature(rcp,lines,options) | ||
+ | lines[#lines+1]="[GO_TO_START]" | ||
+ | -- remove second words like " beetle", etc from the end | ||
+ | local short_name = rcp.name_string:gsub("%s(%w+)$","") | ||
+ | local name_str="were"..short_name..":were"..short_name.."s:were"..short_name.."]" | ||
+ | lines[#lines+1]="[NAME:"..name_str | ||
+ | lines[#lines+1]="[CASTE_NAME:"..name_str | ||
+ | return {raws=lines,weight=1} | ||
+ | end | ||
}} | }} | ||
===New forgotten beasts=== | ===New forgotten beasts=== | ||
− | You can add new types of forgotten beasts, | + | You can add new types of forgotten beasts (or more appropriately, {{token|FEATURE_BEAST}}s). These generate as alternatives when populating the caverns with unique monsters. There are a number of options to interact with shared generation functions. |
Unbidden spirits only appear in dry cave layers, and like "spirit" [[demon]]s, are malevolent floating beings made of gas or dust. | Unbidden spirits only appear in dry cave layers, and like "spirit" [[demon]]s, are malevolent floating beings made of gas or dust. | ||
Line 485: | Line 681: | ||
-- Weight is a float; all vanilla objects have weight 1 | -- Weight is a float; all vanilla objects have weight 1 | ||
return {creature=tbl,weight=0.5} | return {creature=tbl,weight=0.5} | ||
+ | end | ||
+ | }} | ||
+ | <br><br> | ||
+ | [[Construct creature|Elementals]] are defined by the material they're made of, using a table of options to set the right properties. In a dry chasm layer, they'll roll on the ``fb_elements`` table, while in a water layer, they'll be a water elemental. Should they ever carry a [[syndrome]], they would inflict [[Wikipedia:Dyscrasia|dyskrasia]]. | ||
+ | |||
+ | The most important feature is setting ``options.sphere_rcm`` to a key in ``random_creature_materials``, so fire elementals are made of "FLAME" and earth elementals are made of "ANY_MINERAL". | ||
+ | |||
+ | {{Scriptdata | ||
+ | |title=Elemental | ||
+ | |script= | ||
+ | fb_elements = { | ||
+ | { | ||
+ | name="fire", | ||
+ | rcm="FLAME", | ||
+ | spheres={ FIRE=true }, | ||
+ | options={ fire_immune=true } | ||
+ | }, | ||
+ | { | ||
+ | name="earth", | ||
+ | rcm="ANY_MINERAL", | ||
+ | rcp_options={ always_flightless=true }, | ||
+ | spheres={ | ||
+ | EARTH=true, | ||
+ | MINERALS=true | ||
+ | } | ||
+ | }, | ||
+ | { | ||
+ | name="air", | ||
+ | rcm="STEAM", | ||
+ | spheres={ | ||
+ | WIND=true, | ||
+ | SKY=true | ||
+ | }, | ||
+ | options={ | ||
+ | always_insubstantial=true, | ||
+ | intangible_flier=true | ||
+ | } | ||
+ | } | ||
+ | } | ||
+ | |||
+ | creatures.fb.elemental=function(layer_type,tok) | ||
+ | local lines={} | ||
+ | local options={ | ||
+ | strong_attack_tweak=true, | ||
+ | always_make_uniform=true, --irrelevant due to sphere_rcm | ||
+ | spheres={}, | ||
+ | sickness_name="dyskrasia", | ||
+ | token=tok | ||
+ | } | ||
+ | lines=split_to_lines(lines,[[ | ||
+ | [FEATURE_BEAST] | ||
+ | [ATTACK_TRIGGER:0:0:2] | ||
+ | [NO_GENDER] | ||
+ | [NO_EAT][NO_DRINK] | ||
+ | [DIFFICULTY:10] | ||
+ | |||
+ | [NATURAL_SKILL:WRESTLING:6] | ||
+ | [NATURAL_SKILL:BITE:6] | ||
+ | [NATURAL_SKILL:GRASP_STRIKE:6] | ||
+ | [NATURAL_SKILL:STANCE_STRIKE:6] | ||
+ | [NATURAL_SKILL:MELEE_COMBAT:6] | ||
+ | [NATURAL_SKILL:DODGING:6] | ||
+ | [NATURAL_SKILL:SITUATIONAL_AWARENESS:6] | ||
+ | [LARGE_PREDATOR] | ||
+ | ]]) | ||
+ | |||
+ | -- Create a water elemental in water layers, otherwise use another type | ||
+ | local water_elemental = { | ||
+ | name="water", | ||
+ | rcm="WATER", | ||
+ | spheres={WATER=true}, | ||
+ | options={do_water=true} | ||
+ | } | ||
+ | local my_element = layer_type==1 and pick_random(fb_elements) or water_elemental | ||
+ | |||
+ | -- Assign propertes from chosen element | ||
+ | map_merge(options.spheres,my_element.spheres) | ||
+ | if my_element.options then map_merge(options,my_element.options) end | ||
+ | |||
+ | add_regular_tokens(lines,options) | ||
+ | lines[#lines+1]=layer_type==0 and "[BIOME:SUBTERRANEAN_WATER]" or "[BIOME:SUBTERRANEAN_CHASM]" | ||
+ | populate_sphere_info(lines,options) | ||
+ | |||
+ | -- Set custom material | ||
+ | options.sphere_rcm=my_element.rcm | ||
+ | -- Build body | ||
+ | local rcp=get_random_creature_profile(options) | ||
+ | -- Set more options on the RCP | ||
+ | if my_element.rcp_options then map_merge(rcp.options,my_element.rcp_options) end | ||
+ | add_body_size(lines,math.max(10000000,rcp.min_size),options) | ||
+ | lines[#lines+1]="[CREATURE_TILE:'E']" | ||
+ | build_procgen_creature(rcp,lines,options) | ||
+ | |||
+ | -- Generate name | ||
+ | local element_name = my_element.name or "glitchstuff" | ||
+ | local name_str = element_name.." elemental:"..element_name.." elemental:"..element_name.."-elemental]" | ||
+ | lines[#lines+1]="[GO_TO_START]" | ||
+ | lines[#lines+1]="[NAME:"..name_str | ||
+ | lines[#lines+1]="[CASTE_NAME:"..name_str | ||
+ | |||
+ | return {raws=lines,weight=1.5} | ||
end | end | ||
}} | }} |
Latest revision as of 21:19, 21 July 2025
v52.03 · v0.47.05 This article is about the current version of DF.Note that some content may still need to be updated. |
Modding |
---|
Tokens |
Audio · Biome · Graphics · Tile page · Interaction · Mod info · Plant · Speech · Sphere · Syndrome · World |
Body tokens |
Body · Body detail plan · Bodygloss · Tissue |
Creature tokens |
Creature · Creature mannerism · Personality facet · Creature variation · Procedural graphics layer |
Descriptor tokens |
Descriptor color · Color · Descriptor pattern · Descriptor shape |
Entity tokens |
Entity · Ethic · Language · Value · Position |
Job tokens |
Building · Labor · Reaction · Skill · Unit type |
Item tokens |
Item type · Item definition · Ammo · Armor · Instrument · Tool · Trap component · Weapon |
Material tokens |
Material type · Material definition · Inorganic material definition |
Lua |
Scripting · Examples · Functions |
Snippets of vanilla generation can be found in Category:Lua script pages, and all vanilla scripts can be found in data/vanilla/vanilla_procedural/scripts/
.
Helper functions[edit]
Search by reaction class[edit]
This script returns a table of all inorganic materials with a given [REACTION_CLASS]
. The mat
table also has reaction_product_class
, which includes both [MATERIAL_REACTION_PRODUCT]
and [ITEM_REACTION_PRODUCT]
IDs.
[show][Select all] get_all_by_reaction_class() |
---|
Languages[edit]
Identity language[edit]
This makes a language called GEN_IDENTITY
which is like: "Abbey abbeyabbeys the abbey of abbeys" - i.e. it's the "English" language you might see occasionally. It is present in vanilla_procedural
and can be used for [TRANSLATION]
by default.
[show][Select all] GEN_IDENTITY |
---|
Kobold language[edit]
This generates a language made of [UTTERANCES]
. This is essentially a proper translation based on the kobold language. Note that the hardcoded utterance()
function generates words independently of any existing words in the language, so you may get duplicate words.
[show][Select all] GEN_KOBOLD |
---|
Generators[edit]
Non-random generated material[edit]
Here's an example of an object registered through the do_once
table. There are no random elements, it is equivalent (save for being [GENERATED]
) to an object defined through Material definition tokens and registered through the raws.register_inorganics()
function. It also prints itself to the lualog for debugging purposes.
[show][Select all] Single material |
---|
You can register multiple objects at the same time. This script takes a table of color tokens, and makes a metal named after each of them, with a corresponding cheaty adventure reaction.
[show][Select all] Chromatic metals |
---|
Random generation[edit]
Here's an example of various DF-specific randomizers in use:
trandom()
is used to determine how many metals generate this way.utterance()
generates utterances from the Kobold language, e.g. "gorsnus", "stogodilmus", "gaylgis"pick_random_no_replace()
determines the color from the table, but removes the rolled value so there's no repeats.
[show][Select all] Kobold metals |
---|
New divine metals[edit]
Many of the tables used by vanilla procedural objects are global, and thus can be added to or overwritten by mods. You can add new metal descriptions for divine metal pretty easily, for example:
[show][Select all] Laughing metal |
---|
You can also add alternatives to the default divine metal function, such as one based on the aforementioned kobold metals.
Vanilla divine metal uses metal_by_sphere
to determine its properties, and is thus valid only if the input sphere has an entry in that table.
Note that even if the weights are nominally the same; because it is valid for all input spheres, it will outnumber instances of the more limited vanilla material.
[show][Select all] Divine kobold metal |
---|
Remove default functions[edit]
Just as easily as new functions and table entries can be added, default entries can be overwritten so that they cannot generate. This snippet removes the default forgotten beasts.
See Lua functions#Generation Tables for a list of the tables the default functions are stored in.
creatures.fb.default=nil
Basic generated creature[edit]
This is essentially the simplest possible creature. It has no extraordinary options (beyond an association with animals and creation), and each world generates one species from this function. It doesn't have any biome tokens or likewise, so it can only be spawned in the arena, but it is still functional.
A sample output would be "A quadruped composed of flame. It has two narrow tails and it has a regal bearing."
[show][Select all] do_once.basic_creature |
---|
Making your own RCP[edit]
You don't have to be limited to the vanilla list of random creature variants. Mods can add new kinds of random creature profiles, materials, etc that can be seamlessly integrated into how it generates creatures.
This script generates a single creature based on a eurypterid. It has a unique RCP, set in the function itself.
[show][Select all] do_once.local_rcp |
---|
Adding a eurypterid profile to random_creature_profiles
allows any creature to access it, if their profile is determined randomly.
This script gives it proper flippers in its body base function. It's also associated with water-based random creatures, so it can potentially generate as an aquatic forgotten beast species.
Other feature variants stored in tables, like materials, attacks, or descriptions, can be added in this way.
[show][Select all] Global RCP |
---|
Werebugs[edit]
You can make a custom function to determine what RCPs are available to a given creature.
These scripts are for an arthropoid version of a werebeast.
arthropod_rcp
is a list of RCP keys which fit this theme (plus a few worms on there for fun), which the creature function rolls on to pick its form.is_bloodsucking_by_key
, along withrcp.must_suck_blood_through_proboscis
andrcp.must_suck_blood_through_mouth
are checked to assign[BLOODSUCKER]
to it, which allows certain creature types to exhibit vampiric behavior if their berserk rampage wasn't enough fun.
Otherwise, the function should work the same as vanilla werebeasts, generating an associated major curse in the same way and becoming "twisted into humanoid form" (at the expense of their additional limbs).
[show][Select all] arthropod_rcp |
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[show][Select all] is_bloodsucking_by_key |
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[show][Select all] creatures.night_creature.werebeast.werebug |
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New forgotten beasts[edit]
You can add new types of forgotten beasts (or more appropriately, [FEATURE_BEAST]
s). These generate as alternatives when populating the caverns with unique monsters. There are a number of options to interact with shared generation functions.
Unbidden spirits only appear in dry cave layers, and like "spirit" demons, are malevolent floating beings made of gas or dust.
[show][Select all] Unbidden spirit |
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Elementals are defined by the material they're made of, using a table of options to set the right properties. In a dry chasm layer, they'll roll on the fb_elements
table, while in a water layer, they'll be a water elemental. Should they ever carry a syndrome, they would inflict dyskrasia.
The most important feature is setting options.sphere_rcm
to a key in random_creature_materials
, so fire elementals are made of "FLAME" and earth elementals are made of "ANY_MINERAL".
[show][Select all] Elemental |
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Tweaking creatures[edit]
This function is run in build_body_from_rcp()
right before tweaks are determined. If a generated creature's size is greater than 500,000 Γ (about as much as an elephant), this patch adds [POWER]
and the like to make forgotten beasts, titans, etc capable of impersonating deities and ruling civilizations.
[show][Select all] btc1_tweaks.titan_worship |
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Adamantine alloys[edit]
You can add your own arbitrary generated objects, though as of right now there's no way to make settings for them. This allows for some truly wild stuff; here's a fun example: adamantine-metal alloys for every single non-special metal, giving you an average of the properties of them.
[show][Select all] Adamantine alloys |
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