Dwarf Fortress

Dwarf Fortress

Cephalopods
18 Comments
Beep  [author] 24 Feb @ 6:06pm 
Yeah, when I first posted this I didn't do the graphics right, and they had the default creature sprite. That was me noting that I fixed it.
justin.fitzgibbon 23 Feb @ 4:38pm 
[Still uses the vanilla octopus sprite for now, but before I totally screwed up the graphics file so it didn't actually work at all. Now it should.]
Hmm, seemed to work fine for me. Maybe some animations were missing?
justin.fitzgibbon 23 Feb @ 4:29pm 
Oh, its alive! I have managed to update their actions to actually spit ink based on the updated octopus tags, graphics to go along with this would be swell (right now it looks too spread out).
justin.fitzgibbon 23 Feb @ 4:29pm 
[CAN_DO_INTERACTION:MATERIAL_EMISSION] # This works
[CDI:ADV_NAME:SPIT_INK]
[CDI:USAGE_HINT:NEGATIVE_SOCIAL_RESPONSE]
[CDI:USAGE_HINT:TORMENT]
[CDI:USAGE_HINT:FLEEING]
[CDI:BP_REQUIRED:BY_CATEGORY:UPPERBODY] # TCF/JF: Specified upperbody
[CDI:MATERIAL:LOCAL_CREATURE_MAT:INK:LIQUID_GLOB]
[CDI:VERB:spit ink:spits ink:NA]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:15]
[CDI:MAX_TARGET_NUMBER:C:3]
[CDI:WAIT_PERIOD:20] # Increase waiting time by a small amount.
justin.fitzgibbon 23 Feb @ 4:28pm 
Also this theoretical in-water action:
Is my hunch that I need to add this as a custom interact to existing files, or add a separate one correct?
justin.fitzgibbon 23 Feb @ 4:28pm 
[CAN_DO_INTERACTION:MATERIAL_EMISSION_WITH_HIDE_EFFECT] TCF: Added this for water.
[CDI:TOKEN:SQUIRT_INK]
[CDI:ADV_NAME:Spray ink]
[CDI:USAGE_HINT:IN_WATER]
[CDI:USAGE_HINT:ATTACK]
[CDI:USAGE_HINT:DEFENCE] # Used when adopted civ/group is attacked
[CDI:USAGE_HINT:TORMENT]
[CDI:USAGE_HINT:FLEEING]
[CDI:BP_REQUIRED:BY_TYPE:UPPERBODY]
[CDI:MATERIAL:LOCAL_CREATURE_MAT:INK:SPATTER_LIQUID]
[CDI:VERB:spray ink:squirts ink:NA]
[CDI:TARGET:A:SELF_ALLOWED]

[CDI:TARGET:B:CREATURE]
[CDI:TARGET:B:LINE_OF_SIGHT]
[CDI:MAX_TARGET_NUMBER:B:3] # TCF: Might have gotten this part wrong...
[CDI:TARGET_RANGE:C:25]
[CDI:WAIT_PERIOD:25]
[CDI:FREE_ACTION]
justin.fitzgibbon 23 Feb @ 4:28pm 
I have this mod idea for jet propulsion based on breath attack and the random_nearby_location property, but I am pretty sure it does not work for one reason or another.
justin.fitzgibbon 23 Feb @ 4:27pm 
[INTERACTION:WATER_JET] #TCF: Theoretically creates a water jet that spreads water to another tile location.
[I_SOURCE:WATER_JET]
[I_TARGET:C:LOCATION:RANDOM_NEARBY_LOCATION:1] #At the same time moves the water. Preferably specifyied south from the unit.
[IE_TARGET:C]
[CE_MATERIAL_FORCE_MULTIPLIER:PROB:130:MAT_MULT:NONE:NONE:1:1:START:0:END:3:DWF_STRETCH:144]
[I_TARGET:C1:CONTEXT_CREATURE]
[CE_SPEED_CHANGE:SPEED_PERC:150:START:0:PEAK:1:END:3:DWF_STRETCH:144] #TCF: Thrusts with a burst of speed that leaves their pursuers in their wake.
[I_EFFECT: PROPEL_UNIT]
[IE_TARGET:C]
[IE_PROPEL_FORCE:46000] #TCF: Halved the referenced value for now until I can get a better gauge on what it means.
[I_EFFECT:MATERIAL_EMISSION]
[IE_TARGET:C1]
[CDI:BP_REQUIRED:BY_CATEGORY:SIPHON]
[IT_MATERIAL:MATERIAL:WATER]
justin.fitzgibbon 10 Dec, 2024 @ 7:26pm 
Beep  [author] 18 Nov, 2024 @ 5:34pm 
They should be have the amphibious tag, meaning they can breathe in both air and water. They should also have good natural swimming skills, though I can't remember if I decided against that. It should be super easy to train swimming since they can't drown either way.
justin.fitzgibbon 18 Nov, 2024 @ 5:26pm 
Hmm, though are they purely land creatures, or have they retained some amphibious (Water breathing) abilities. I guess I can check the raws.
justin.fitzgibbon 18 Nov, 2024 @ 5:23pm 
Thanks! I have been meaning to play an oceanic race in adventure mode.
Karkino 5 Aug, 2024 @ 2:01pm 
Hmmm thats fine, its your mod and your way of seeing the creature so its fair enough! And also nice, i would love to help you if i can with pixel art if you need help obviously, i just dont know how to code things
Beep  [author] 5 Aug, 2024 @ 10:06am 
Yes, I plan to add graphics for each skin color and portrait. This mod was really made for adventure mode back before the steam version, so I haven't given it much attention. Now that adventure mode is in beta, I really need to get a move on with it.

The reason they can't jump is because I didn't give them the ability. They are a land-adapted version of a boneless, soft-bodied animal. It's impressive that they managed to cobble together the rigidity to walk and run, but jumping would be too much to ask.
Karkino 5 Aug, 2024 @ 9:09am 
just tested it out and they are fun to play! but one mayor problem... you cant jump with them... maybe thats because they have a ton of arms, so maybe you could change 2 for legs? to make them able to jump?
Karkino 5 Aug, 2024 @ 8:38am 
plans on updating it? im gonna test it now to see if it works
lechkingofdead 6 Dec, 2022 @ 5:01pm 
given the commenters pic for the notion it seams to check out.
Wulfaxe 6 Dec, 2022 @ 4:55pm 
the splatoon enjoyer