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Difference between revisions of "Angel"
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| − | {{Quality| | + | {{Quality|Superior}} |
{{av}} | {{av}} | ||
{{spoiler|filler=<br><br><br><br>}} | {{spoiler|filler=<br><br><br><br>}} | ||
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[[File:angel_preview.png|right]]'''Angels''' {{Raw Tile|Ä|7:0}} are procedurally-generated [[creature]]s created by [[Deity|deities]] to guard the [[vault]]s erected by [[demon]]s who were twisted into humanoid form in a time before time. Facing them is one form of endgame in [[adventurer mode]]. | [[File:angel_preview.png|right]]'''Angels''' {{Raw Tile|Ä|7:0}} are procedurally-generated [[creature]]s created by [[Deity|deities]] to guard the [[vault]]s erected by [[demon]]s who were twisted into humanoid form in a time before time. Facing them is one form of endgame in [[adventurer mode]]. | ||
| − | Graphically, the sprites that angels use will be of | + | Graphically, the sprites that angels use will be of randomly-generated creatures with random colors that resemble the generated appearance they've been given. This same setup is used for other procedurally-generated creatures, such as [[demon]]s and [[megabeast]]s. The lesser angels, such as the soldiers, will appear as black, shadowy and mysterious-looking creatures. |
==Overview== | ==Overview== | ||
[[File:Bim-sarasti.jpg|thumb|right|300px|"Mudung's Monster, a towering eyeless grasshopper. It has two long, spiral horns and it never appears to be perturbed or surprised by any happening. Its indigo exoskeleton is wrinkled. It was created by the human goddess Mudung Deepperplexes and is of a part with fate." ([http://www.bay12forums.com/smf/index.php?topic=169691.msg7701761#msg7701761 post])]] | [[File:Bim-sarasti.jpg|thumb|right|300px|"Mudung's Monster, a towering eyeless grasshopper. It has two long, spiral horns and it never appears to be perturbed or surprised by any happening. Its indigo exoskeleton is wrinkled. It was created by the human goddess Mudung Deepperplexes and is of a part with fate." ([http://www.bay12forums.com/smf/index.php?topic=169691.msg7701761#msg7701761 post])]] | ||
| − | Angels are randomly generated at worldgen, with appearance, arms, armor, and even material determined by the [[sphere]]s of their creator. The term "angel" is used loosely – after all, they are sent by deities that knowingly released [[demon]]s into the world. As such, they are disproportionately associated with "dark" or "violent" spheres like deformity and war, and with fittingly vile appearances, but even those associated with neutral or supposedly-positive spheres tend to be utterly bizarre in appearance. The WAR, VALOR and FORTRESSES spheres boost the natural combat skills of the "''' | + | Angels are randomly generated at worldgen, with appearance, arms, armor, and even material determined by the [[sphere]]s of their creator. The term "angel" is used loosely – after all, they are sent by deities that knowingly released [[demon]]s into the world. As such, they are disproportionately associated with "dark" or "violent" spheres like deformity and war, and with fittingly vile appearances, but even those associated with neutral or supposedly-positive spheres tend to be utterly bizarre in appearance. The WAR, VALOR and FORTRESSES spheres boost the natural combat skills of the "'''Warrior'''" angel type to 10 from 6. The sphere effects on body materials work the same way they do for demons etc., so a muck god will more than likely have mud angels, a rainbow god; crystal angels, etc. (there are about 30 spheres with material links). DEATH, MISERY, DARKNESS and NIGHT sphere angels can have dark color alterations. All angels share certain traits, however; they are [[fanciful]] [[creatures]] who are all able to swim in and [[Amphibious|breathe]] water and [[Building destroyer|destroy buildings]]. Furthermore, they are immune to [[Trapavoid|traps]], [[No Pain|pain]], fear, nausea, [[No Stun|stunning]], [[No Exert|exertion]], dizziness, fevers and any sort of poison. Unlike demons, angels do not seem to be universally immune to [[fire]]. All humanoid angels are able to equip items and freely open unlocked [[door]]s. Some angels have access to a [[syndrome]] called "divine sickness", whose effects are randomized, but typically include such things as vomiting blood, blisters, numbness and nausea. Others may have [[Creature_token#EXTRAVISION|extravision]], and they can be genderless, or have male and female castes. |
{{Translation | {{Translation | ||
| dwarven = sedil | | dwarven = sedil | ||
| Line 21: | Line 21: | ||
Dwarves will never have a [[preferences|preference]] for angels, as they possess no {{token|PREFSTRING}}. They possess an unused [[Pet#Pet value|pet value]] of 2,000. Like other procedurally-generated creatures, they are not available to be spawned in the [[object testing arena]]. | Dwarves will never have a [[preferences|preference]] for angels, as they possess no {{token|PREFSTRING}}. They possess an unused [[Pet#Pet value|pet value]] of 2,000. Like other procedurally-generated creatures, they are not available to be spawned in the [[object testing arena]]. | ||
| − | Even if you kill all the angels inside a vault, they will eventually respawn (no confirmation yet about how long it takes – a cleared vault has been witnessed having its population back in under a month) which makes vaults pretty good high-level item grinding grounds. Try to kill at least one | + | Even if you kill all the angels inside a vault, they will eventually respawn (no confirmation yet about how long it takes – a cleared vault has been witnessed having its population back in under a month) which makes vaults pretty good high-level item grinding grounds. Try to kill at least one warrior and pick up their gear – your adventure will instantly become much easier. Do note that angels are quite capable of wandering out of their vaults, slaughtering any stragglers, so lingering near one is not a good idea. |
| − | Dwarven [[squad]]s can attempt to [[Mission|explore]] a vault in order to recover the slab in it, as it's considered a [[legendary artifact]]. The guardians will defend their lair (and probably slaughter your dwarves) accordingly. However, if you successfully conquer a vault through a fortress mode mission, the | + | Dwarven [[squad]]s can attempt to [[Mission|explore]] a vault in order to recover the slab in it, as it's considered a [[legendary artifact]]. The guardians will defend their lair (and probably slaughter your dwarves) accordingly. However, if you successfully conquer a vault through a fortress mode mission, the warriors become a playable race in adventure mode with dwarven starting setup and ethics. If you do embark on a vault, non-sentient angels appear to become tame livestock - they can be made available as pets or slaughtered and butchered. Warriors (the only intelligent type) remain hostile, but do not appear to leave the vault on their own. |
| − | Digging into an "[[unusual volcanic wall]] studded with gems" has a chance to reveal an angel, alongside [[magma|other]] [[demon|fun]] [[hell|things]]. | + | Digging into an "[[unusual volcanic wall]] studded with gems" has a chance to reveal an angel, alongside [[water|several]] [[magma|other]] [[demon|fun]] [[hell|things]]. |
| − | Overall, they are easier to defeat than demons | + | Overall, they are easier to defeat than demons by reason of their smaller sizes (save for the great beast) and lower chance of having a special ability. |
==Angel types== | ==Angel types== | ||
| Line 33: | Line 33: | ||
Angels come in three categories: | Angels come in three categories: | ||
| − | === | + | ===Humanoid=== |
| − | ''' | + | Generic '''humanoids''' ({{Raw Tile|Ä|6:0:0}} or {{Raw Tile|ä|6:0:0}}) serve as highly-randomized bestial angels; though more than a match for most adventurers, they're the least dangerous angels, with "Skilled"-level combat skills and no weapons or armor, though they are able to equip them, given the chance. A vault always contains exactly 50 of them. |
| − | === | + | ===Warrior=== |
| − | ''' | + | '''Humanoid warriors''' ({{Raw Tile|Ä|3:0:1}} or {{Raw Tile|ä|3:0:1}}) are sentient foes, with armor and weapons of [[divine metal]] and clothes of [[divine fabric]]. They are guaranteed to have "Talented"-level combat skills. Their size is highly randomized - they can be larger or smaller than an average [[human]] - in some cases, their size difference from the player will be so marginal that the player's adventurer becomes able to use their [[divine fabric|divine clothing]]. A vault always contains exactly 25 of them. In some vaults, but not all of them, these soldiers have names similar to those of civilized creatures, albeit in divine language. |
| − | === | + | ===Great beast=== |
| − | The ''' | + | [[File:v50_vault.png|thumb|200px|right|A great beast with its minions.]]The '''great beast''' ({{Raw Tile|Ä|4:0:1}}) is the huge, bestial guardian of the final chamber - only a single one of these powerful foes can be found in a vault. They occupy 10,000,000 cm³, the same size as a [[forgotten beast]], and possess Grand Master or Legendary [[skill]] in [[wrestling]], [[Combat skill|biting]], striking, kicking, fighter, [[Archery|archer]], dodging and [[observer]], making them almost equivalent in power to a unique demon, if they could have special attacks. |
| − | Defeating the | + | Defeating the beast grants the player access to the [[slab]] related to the vault's demon, allowing them to either bind them to their service or banish them back to the [[Underworld]]. |
| + | |||
| + | In each of the [[Unusual volcanic wall|pillars below]] one great beast can be found. They will not attack dwarfs but become "current resident"s and mill about the fortress. They will not actively seek out enemies of the fortress, but if they come close they will attack. They might even produce offspring if you get them of different sexes, the little beasts will likewise be Grand Masters, and will be listed as "friendly" under "other residents". Their description still says they are created by a god(dess), the same one that created the parents. | ||
==Divine language== | ==Divine language== | ||
| Line 48: | Line 50: | ||
Angel names are generated using a divine language. The divine language works just like any of the four major languages in the respect that it has its own translation of a set of English words. Unlike the other languages, however, it is generated individually for each world. Each world has only one divine language, meaning that all angels in all vaults in a given world will use the same language. | Angel names are generated using a divine language. The divine language works just like any of the four major languages in the respect that it has its own translation of a set of English words. Unlike the other languages, however, it is generated individually for each world. Each world has only one divine language, meaning that all angels in all vaults in a given world will use the same language. | ||
| − | In the world raws, the divine language is referred to as GEN_DIVINE. By changing an entity's TRANSLATION | + | In the world raws, the divine language is referred to as GEN_DIVINE. By changing an entity's {{token|TRANSLATION|e}} to GEN_DIVINE, it's possible to make them use the same names as the angels. |
| − | {{gamedata|title=Example raws (as extracted from world.sav)|[OBJECT:CREATURE] | + | {{Scriptdata}} |
| + | {{gamedata|title=Example raws (as extracted from 0.44 world.sav)|[OBJECT:CREATURE] | ||
[CREATURE:HF852 DIVINE_2] | [CREATURE:HF852 DIVINE_2] | ||
Latest revision as of 10:03, 30 June 2026
v53.15 · v0.47.05 This article is about the current version of DF.Note that some content may still need to be updated. |
|
This article contains massive spoilers. If you do not wish to have your game experience spoiled, do not scroll down! |
Angels Ä are procedurally-generated creatures created by deities to guard the vaults erected by demons who were twisted into humanoid form in a time before time. Facing them is one form of endgame in adventurer mode.
Graphically, the sprites that angels use will be of randomly-generated creatures with random colors that resemble the generated appearance they've been given. This same setup is used for other procedurally-generated creatures, such as demons and megabeasts. The lesser angels, such as the soldiers, will appear as black, shadowy and mysterious-looking creatures.
Overview[edit]
Angels are randomly generated at worldgen, with appearance, arms, armor, and even material determined by the spheres of their creator. The term "angel" is used loosely – after all, they are sent by deities that knowingly released demons into the world. As such, they are disproportionately associated with "dark" or "violent" spheres like deformity and war, and with fittingly vile appearances, but even those associated with neutral or supposedly-positive spheres tend to be utterly bizarre in appearance. The WAR, VALOR and FORTRESSES spheres boost the natural combat skills of the "Warrior" angel type to 10 from 6. The sphere effects on body materials work the same way they do for demons etc., so a muck god will more than likely have mud angels, a rainbow god; crystal angels, etc. (there are about 30 spheres with material links). DEATH, MISERY, DARKNESS and NIGHT sphere angels can have dark color alterations. All angels share certain traits, however; they are fanciful creatures who are all able to swim in and breathe water and destroy buildings. Furthermore, they are immune to traps, pain, fear, nausea, stunning, exertion, dizziness, fevers and any sort of poison. Unlike demons, angels do not seem to be universally immune to fire. All humanoid angels are able to equip items and freely open unlocked doors. Some angels have access to a syndrome called "divine sickness", whose effects are randomized, but typically include such things as vomiting blood, blisters, numbness and nausea. Others may have extravision, and they can be genderless, or have male and female castes.
"Angel" in other Languages
|
Dwarves will never have a preference for angels, as they possess no [PREFSTRING]. They possess an unused pet value of 2,000. Like other procedurally-generated creatures, they are not available to be spawned in the object testing arena.
Even if you kill all the angels inside a vault, they will eventually respawn (no confirmation yet about how long it takes – a cleared vault has been witnessed having its population back in under a month) which makes vaults pretty good high-level item grinding grounds. Try to kill at least one warrior and pick up their gear – your adventure will instantly become much easier. Do note that angels are quite capable of wandering out of their vaults, slaughtering any stragglers, so lingering near one is not a good idea.
Dwarven squads can attempt to explore a vault in order to recover the slab in it, as it's considered a legendary artifact. The guardians will defend their lair (and probably slaughter your dwarves) accordingly. However, if you successfully conquer a vault through a fortress mode mission, the warriors become a playable race in adventure mode with dwarven starting setup and ethics. If you do embark on a vault, non-sentient angels appear to become tame livestock - they can be made available as pets or slaughtered and butchered. Warriors (the only intelligent type) remain hostile, but do not appear to leave the vault on their own.
Digging into an "unusual volcanic wall studded with gems" has a chance to reveal an angel, alongside several other fun things.
Overall, they are easier to defeat than demons by reason of their smaller sizes (save for the great beast) and lower chance of having a special ability.
Angel types[edit]
Angels come in three categories:
Humanoid[edit]
Generic humanoids (Ä or ä) serve as highly-randomized bestial angels; though more than a match for most adventurers, they're the least dangerous angels, with "Skilled"-level combat skills and no weapons or armor, though they are able to equip them, given the chance. A vault always contains exactly 50 of them.
Warrior[edit]
Humanoid warriors (Ä or ä) are sentient foes, with armor and weapons of divine metal and clothes of divine fabric. They are guaranteed to have "Talented"-level combat skills. Their size is highly randomized - they can be larger or smaller than an average human - in some cases, their size difference from the player will be so marginal that the player's adventurer becomes able to use their divine clothing. A vault always contains exactly 25 of them. In some vaults, but not all of them, these soldiers have names similar to those of civilized creatures, albeit in divine language.
Great beast[edit]
The great beast (Ä) is the huge, bestial guardian of the final chamber - only a single one of these powerful foes can be found in a vault. They occupy 10,000,000 cm³, the same size as a forgotten beast, and possess Grand Master or Legendary skill in wrestling, biting, striking, kicking, fighter, archer, dodging and observer, making them almost equivalent in power to a unique demon, if they could have special attacks.
Defeating the beast grants the player access to the slab related to the vault's demon, allowing them to either bind them to their service or banish them back to the Underworld.
In each of the pillars below one great beast can be found. They will not attack dwarfs but become "current resident"s and mill about the fortress. They will not actively seek out enemies of the fortress, but if they come close they will attack. They might even produce offspring if you get them of different sexes, the little beasts will likewise be Grand Masters, and will be listed as "friendly" under "other residents". Their description still says they are created by a god(dess), the same one that created the parents.
Divine language[edit]
Angel names are generated using a divine language. The divine language works just like any of the four major languages in the respect that it has its own translation of a set of English words. Unlike the other languages, however, it is generated individually for each world. Each world has only one divine language, meaning that all angels in all vaults in a given world will use the same language.
In the world raws, the divine language is referred to as GEN_DIVINE. By changing an entity's [TRANSLATION] to GEN_DIVINE, it's possible to make them use the same names as the angels.
sphere_flavor={
AGRICULTURE={add="it looks constantly to the sky for rain"},
ANIMALS={add="it growls, buzzes, clicks and generally makes a varied racket"},
ART={add="it is decorated with intricate patterns"},
BALANCE={add="it is perfectly symmetric"},
BEAUTY={add="it is strikingly beautiful"},
BIRTH={add="it is covered with a filmy sac"},
BLIGHT={add="nearby vegetation seem to shrink away from it"},
BOUNDARIES={add="the pieces of its body are carefully separated by markings"},
CAVERNS={add="its moans seem to echo no matter where it resides"},
CHAOS={add="it spins wildly, lurching and howling"},
CHARITY={add="it seems very pleasant"},
CHILDREN={add="it never misses an opportunity to jump in puddles"},
COASTS={add="it appears to be covered with rocky crags"},
CONSOLATION={add="it radiates a sad kindness"},
COURAGE={add="it makes those around it feel brave"},
CRAFTS={add="it appears constructed"},
CREATION={add="small objects seem to pop into existence around it"},
DANCE={add="it whirls, skips and jumps whenever it moves"},
DARKNESS={add="it is difficult to see clearly even in bright light"},
DAWN={add="it always turns to welcome the rise of the sun"},
DAY={add="it hums pleasantly when the sun is high in the sky"},
DEATH={add="it has a rattling exhale"},
DEFORMITY={add="its body is bent and misshapen"},
DEPRAVITY={add="it slavers uncontrollably"},
DISCIPLINE={add="it moves with great focus"},
DISEASE={add="it bears malodorous pustules",odor="death"},
DREAMS={add="the details of its form are easily forgotten without deliberate concentration"},
DUSK={add="it never looks toward the sun"},
DUTY={add="it is utterly still when not taking deliberate action"},
EARTH={add="it looks very solid and stocky"},
FAMILY={add="it appears to be closely related to every other of its kind"},
FAME={add="fanfare follows it wherever it goes"},
FATE={add="it never appears to be perturbed or surprised by any happening"},
FERTILITY={add="it appears to be very healthy"},
FESTIVALS={add="it skips and twirls as it moves"},
FIRE={add="a sheen around it always seems to rise upward"},
FISH={add="it only looks comfortable when it is in the water"},
FISHING={add="it always moves carefully around water"},
FOOD={add="it has the delicious smell of freshly-baked goods",odor="freshly-baked goods"},
FORGIVENESS={add="it is impossible to hold a grudge near it"},
FORTRESSES={add="it is very sturdy-looking"},
FREEDOM={add="it eagerly moves from place to place"},
GAMBLING={add="it changes between two colors intermittently"},
GAMES={add="it giggles at random"},
GENEROSITY={add="it makes those around it want to give up their possessions"},
HAPPINESS={add="it seems to smile constantly"},
HEALING={add="it is surrounded by a gentle atmosphere"},
HOSPITALITY={add="it radiates an aura of welcoming"},
HUNTING={add="it inspects the ground intently as it moves"},
INSPIRATION={add="flashes of energy pulse across its surface intermittently"},
JEALOUSY={add="it appears to be a very bitter creature"},
JEWELS={add="its whole body appears to be faceted in a symmetric fashion"},
JUSTICE={add="it seems eager to pronounce judgment on others"},
LABOR={add="it appears very deliberate in its actions"},
LAKES={add="it moves ponderously"},
LAWS={add="it has a very stark look about it"},
LIES={add="it seems unerringly honest if one does not concentrate"},
LIGHT={add="it returns surrounding light with a new vibrance and intensity"},
LIGHTNING={add="it crackles with energy"},
LONGEVITY={add="it always seems to be looking far into the distance"},
LOVE={add="it stares longingly at those nearby"},
LOYALTY={add="it never abandons its companions"},
LUCK={add="it changes direction suddenly at times"},
LUST={add="it has an unnerving stare"},
MARRIAGE={add="it heckles those it meets that are not married"},
MERCY={add="it always seems like it is on the verge of crying"},
METALS={add="it appears to have sharp shimmering edges on many parts of its body"},
MINERALS={add="it has an angular appearance"},
MISERY={add="it has a distinctly depressing moan"},
MIST={add="it is difficult to see clearly"},
MOON={add="it changes color with the phases of the moon"},
MOUNTAINS={add="it is very solidly built"},
MUCK={add="there is a foul reek about it"},
MURDER={add="it cannot abide anything that lives"},
MUSIC={add="it sounds clear tones as its body moves in time"},
NATURE={add="it seems most at ease when it is outdoors"},
NIGHT={add="it eerily reflects the light of the stars and moon"},
NIGHTMARES={add="it reminds those that look upon it of their most unpleasant memories"},
OATHS={add="it cannot look directly at somebody that has broken an oath"},
OCEANS={add="it always raises a part of its body toward the moon"},
ORDER={add="it moves very stiffly"},
PAINTING={add="its surface is always enlivened with a refreshing play of color"},
PEACE={add="it has an incredibly calm demeanor"},
PERSUASION={add="it rocks back and forth whenever somebody changes their mind in its presence"},
PLANTS={add="it always seems to point toward the sun when it is in the sky"},
POETRY={add="it recites verses in a strange language on occasion"},
PREGNANCY={add="it appears to be expecting"},
RAIN={add="it leaves water wherever it goes"},
RAINBOWS={add="it is strikingly colored"},
REBIRTH={add="it alternates from instant to instant between sluggishness and extreme vibrancy"},
REVELRY={add="it moves with a bouncing rhythm"},
REVENGE={add="it has a fixed and unblinking gaze when interacting"},
RIVERS={add="its outer surface seems to flow about its body"},
RULERSHIP={add="it is hard to disobey"},
RUMORS={add="it always nods eagerly when somebody is speaking"},
SACRIFICE={add="it inspires those around it to acts of great sacrifice"},
SALT={add="it makes nearby water undrinkable"},
SCHOLARSHIP={add="it always seems to be deep in thought"},
SEASONS={add="its form is ever-changing"},
SILENCE={add="it makes absolutely no sound"},
SKY={add="it has a slowly shifting pattern on its surface"},
SONG={add="it sings beautiful songs endlessly"},
SPEECH={add="it pays attention carefully to anybody that is speaking"},
STARS={add="it appears to sparkle after night falls"},
STORMS={add="its movement is the sound of wind and rain"},
STRENGTH={add="it looks solidly built"},
SUICIDE={add="it mutters to itself about death"},
SUN={add="it is difficult to look at directly"},
THEFT={add="it always seems to have its attention on the most valuable object in the area"},
THRALLDOM={add="its movements sound like the rattling of chains"},
THUNDER={add="it is incredibly noisy"},
TORTURE={add="it appears to be covered with sharp hooks and barbs"},
TRADE={add="it seems most content when a fair wind is blowing"},
TRAVELERS={add="it never stops moving completely"},
TREACHERY={add="it is unsettling to be around"},
TREES={add="it is top-heavy"},
TRICKERY={add="it has a tendency to laugh quietly to itself every so often"},
TRUTH={add="it tenses up throughout its entire body whenever somebody tells a falsehood in its presence"},
TWILIGHT={add="it chitters briefly before sunrise and just after nightfall"},
VALOR={add="it always tries to embolden any fighting in its presence with exhortations of bravery, even its foes"},
VICTORY={add="it looks very proud of itself"},
VOLCANOS={add="it seems to glow brightly from within"},
WAR={add="it bellows and cheers without pause"},
WATER={add="it seems to flow as it moves"},
WEALTH={add="it always seems to be counting something"},
WEATHER={add="it changes appearance based on the clouds and precipitation above"},
WIND={add="it is surrounded by an everpresent rush of wind"},
WISDOM={add="it acts with unwavering calm"},
WRITING={add="it is covered with divine writing"},
YOUTH={add="it appears spry and vigorous"},
}
function angel_description(lines,options)
local ropar=random_object_parameters
local end_str=" It was created by "
local add_desc=function(str) end_str=end_str..str end
local hf=ropar.source_hf
if hf then
add_desc("the ")
add_desc(ropar.source_hf_race_adj.." ")
if hf.gender==1 then add_desc("goddess")
elseif hf.gender==0 then add_desc("god")
else add_desc("deity") end
add_desc(" ")
add_desc(hf.name.translated)
else
add_desc("an unknown deity")
end
local sch=0
for k,v in pairs(options.spheres) do
if v then sch = sch+1 end
end
if sch>0 then
add_desc(" and is of a part with ")
for k,v in pairs(options.spheres) do
add_desc(world.spheres[k].definite_name)
sch=sch-1
if sch>=2 then add_desc(", ")
elseif sch == 1 then add_desc(" and ")
end
end
end
add_desc(".")
return end_str
end
angel_names_humanoid_warrior={
{"Angel","Angels","angelic"},
{"Soldier","Soldiers","soldier"},
{"Warrior","Warriors","warrior"},
{"Champion","Champions","champion"},
{"Fighter","Fighters","fighter"},
{"Guardian","Guardians","guardian"},
{"Spirit","Spirits","spirit"},
{"Messenger","Messengers","messenger"},
{"Slayer","Slayers","slayer"},
{"Enforcer","Enforcers","enforcer"},
}
angel_names_great_beast={
{"Beast","Beasts","beast"},
{"Behemoth","Behemoths","behemoth"},
{"Harbinger","Harbingers","harbinger"},
{"Monster","Monsters","monster"},
{"Destroyer","Destroyers","destroyer"},
{"Doom","Dooms","doom"},
{"Bane","Banes","bane"},
{"Catastrophe","Catastrophes","catastrophe"},
{"Ruination","Ruinations","ruination"},
{"Judgment","Judgments","judgment"},
}
angel_names_humanoid_generic={
{"Servant","Servants","servant"},
{"Assistant","Assistants","assistant"},
{"Attendant","Attendants","attendant"},
{"Minion","Minions","minion"},
{"Helper","Helpers","helper"},
{"Worker","Workers","worker"},
{"Hand","Hands","hand"},
{"Being","Beings","being"},
{"Puppet","Puppets","puppet"},
{"Pawn","Pawns","pawn"},
{"Retainer","Retainers","retainer"},
}
function angel_end_tokens(lines,options,names_tbl)
lines[#lines+1]="[GO_TO_START]"
local hf = random_object_parameters.source_hf
local cand={}
if hf.name.translated_epithet_compound then
cand[#cand+1]={
hf.name.translated_epithet_compound,
hf.name.native_epithet_compound,
false}
end
if hf.name.translated_epithet_the then
cand[#cand+1]={
hf.name.translated_epithet_the,
hf.name.native_epithet_the,
false}
end
if hf.name.translated_epithet_the_adj1 then
cand[#cand+1]={
hf.name.translated_epithet_the_adj1,
hf.name.native_epithet_the_adj1,
false}
end
if string.len(hf.name.firstname) then
cand[#cand+1]={hf.name.firstname,hf.name.firstname,true}
end
local god_name = pick_random(cand)
local add_name,proper_name="",false
if god_name then
add_name=god_name[trandom(2)+1]
proper_name=god_name[3]
end
local using_god_name=false
local name_flags={}
local have_adjective=false
cand={}
for k,v in pairs(options.spheres) do
if v then cand[#cand+1]=k end
end
if #cand>0 and (string.len(add_name)==0 or one_in(2)) then
proper_name=false
if one_in(2) then
have_adjective=true
add_name=get_random_sphere_adjective(pick_random(cand))
else
local ret=get_random_sphere_noun(pick_random(cand))
name_flags=ret.flags
add_name=ret.str
end
else using_god_name=true
end
local name,names,name_adj=table.unpack(pick_random(names_tbl))
local ntype
if using_god_name and proper_name then ntype=trandom(2)+1
elseif using_god_name then ntype=2
elseif have_adjective or #name_flags==0 then ntype=0
else
local cand={}
if name_flags.PRE then cand[#cand+1]=0 end
if name_flags.PREPOS then cand[#cand+1]=1 end
if name_flags.OF then cand[#cand+1]=2 end
ntype=pick_random(cand) or 0
end
local ntypes={
function()
return add_name.." "..name..":"..add_name.." "..names..":"..add_name.." "..name_adj
end,
function()
return add_name.."'s "..name..":"..add_name.."'s "..names..":"..add_name.."'s "..name_adj
end,
function()
return name.." of "..add_name..":"..names.." of "..add_name..":"..name_adj
end,
}
local str=ntypes[ntype+1]()
lines[#lines+1]="[NAME:"..str.."]"
lines[#lines+1]="[CASTE_NAME:"..str.."]"
end
creatures.angel.humanoid_warrior.default=function(tok)
local lines={}
local options={
can_learn=true,
do_sphere_rcm=true,
pick_sphere_rcm=true,
force_ichor=true,
sickness_name="divine sickness",
forced_color={
f=3,
b=0,
br=1
},
token=tok,
}
lines[#lines+1]="[DIFFICULTY:6]"
lines[#lines+1]="[CAN_LEARN]"
if one_in(2) then lines[#lines+1]="[CAN_SPEAK]" end
add_regular_tokens(lines,options)
options.spheres=options.spheres or {}
local hf=random_object_parameters.source_hf
if hf then
if hf.profile and hf.profile.mpp then
map_merge(options.spheres,hf.profile.mpp.sphere)
end
end
local skill_amount = (options.spheres.WAR or options.spheres.VALOR or options.spheres.FORTRESSES) and "10" or "6"
for k,v in ipairs({
"WRESTLING","BITE","GRASP_STRIKE","STANCE_STRIKE",
"MELEE_COMBAT","RANGED_COMBAT","DODGING","SITUATIONAL_AWARENESS",
"AXE","SWORD","DAGGER","PIKE",
"MACE","HAMMER","WHIP","SPEAR",}) do
lines[#lines+1]="[NATURAL_SKILL:"..v..":"..skill_amount.."]"
end
populate_sphere_info(lines,options)
local rcm
if one_in(4) then
options.humanoidable_only=true
rcp=get_random_creature_profile(options)
else
rcp={
type="GENERAL_HUMANOID",
name_string="humanoid",
tile='H',
body_base="HUMANOID",
min_size=1,
}
if options.sphere_rcm then
rcp.c_class="UNIFORM"
else
--FOR SKIN/ORGANS AND NO HAIR/FEATHERS AT FIRST
rcp.c_class="AMPHIBIAN"
rcp.cannot_have_shell=true
end
end
add_body_size(lines,math.max(rcp.min_size,50000+trandom(4)*10000+trandom(11)*1000),options)
lines[#lines+1]="[CREATURE_TILE:"..((options.body_size<=60000) and "132]" or "142]") -- ä or Ä
options.custom_desc_func=function(options)
local add_tbl=sphere_flavor[pick_random_conditional_pairs(sphere_flavor,function(sphere,_,options)
return options.spheres[sphere]
end,options)]
if not add_tbl then add_tbl={add="it is a divine being"} end
if add_tbl.odor then
options.always_odor=true
options.forced_odor_string=add_tbl.odor
options.forced_odor_level=100
end
return add_tbl.add
end
options.end_phrase=angel_description(lines,options)
build_procgen_creature(rcp,lines,options)
angel_end_tokens(lines,options,angel_names_humanoid_warrior)
return {raws=lines,weight=1}
end
creatures.angel.humanoid_generic.default=function(tok)
local lines={}
local options={
do_sphere_rcm=true,
pick_sphere_rcm=true,
force_ichor=true,
sickness_name="divine sickness",
forced_color={
f=6,
b=0,
br=0
},
token=tok,
}
lines[#lines+1]="[LARGE_PREDATOR]"
lines[#lines+1]="[DIFFICULTY:2]"
lines[#lines+1]="[NATURAL_SKILL:WRESTLING:4]"
lines[#lines+1]="[NATURAL_SKILL:BITE:4]"
lines[#lines+1]="[NATURAL_SKILL:GRASP_STRIKE:4]"
lines[#lines+1]="[NATURAL_SKILL:STANCE_STRIKE:4]"
lines[#lines+1]="[NATURAL_SKILL:MELEE_COMBAT:4]"
lines[#lines+1]="[NATURAL_SKILL:RANGED_COMBAT:4]"
lines[#lines+1]="[NATURAL_SKILL:DODGING:4]"
lines[#lines+1]="[NATURAL_SKILL:SITUATIONAL_AWARENESS:4]"
add_regular_tokens(lines,options)
options.spheres=options.spheres or {}
local hf=random_object_parameters.source_hf
if hf then
if hf.profile and hf.profile.mpp then
map_merge(options.spheres,hf.profile.mpp.sphere)
end
end
populate_sphere_info(lines,options)
local rcm
if one_in(4) then
options.humanoidable_only=true
rcp=get_random_creature_profile(options)
else
rcp={
type="GENERAL_HUMANOID",
name_string="humanoid",
tile='H',
body_base="HUMANOID",
min_size=1,
}
if options.sphere_rcm then
rcp.c_class="UNIFORM"
else
--FOR SKIN/ORGANS AND NO HAIR/FEATHERS AT FIRST
rcp.c_class="AMPHIBIAN"
rcp.cannot_have_shell=true
end
end
add_body_size(lines,math.max(rcp.min_size,50000+trandom(4)*10000+trandom(11)*1000),options)
lines[#lines+1]="[CREATURE_TILE:"..((options.body_size<=60000) and "132]" or "142]") -- ä or Ä
options.custom_desc_func=function(options)
local add_tbl=sphere_flavor[pick_random_conditional_pairs(sphere_flavor,function(sphere,_,options)
return options.spheres[sphere]
end,options)]
if not add_tbl then add_tbl={add="it is a divine being"} end
if add_tbl.odor then
options.always_odor=true
options.forced_odor_string=add_tbl.odor
options.forced_odor_level=100
end
return add_tbl.add
end
options.end_phrase=angel_description(lines,options)
build_procgen_creature(rcp,lines,options)
angel_end_tokens(lines,options,angel_names_humanoid_generic)
return {raws=lines,weight=1}
end
creatures.angel.great_beast.default=function(tok)
local lines={}
local l=get_debug_logger()
local options={
can_learn=true,
do_sphere_rcm=true,
pick_sphere_rcm=true,
force_ichor=true,
beast_only=true,
sickness_name="divine sickness",
forced_color={
f=4,
b=0,
br=1
},
token=tok,
}
lines[#lines+1]="[LARGE_PREDATOR]"
lines[#lines+1]="[DIFFICULTY:10]"
lines[#lines+1]="[NATURAL_SKILL:WRESTLING:14]"
lines[#lines+1]="[NATURAL_SKILL:BITE:14]"
lines[#lines+1]="[NATURAL_SKILL:GRASP_STRIKE:14]"
lines[#lines+1]="[NATURAL_SKILL:STANCE_STRIKE:14]"
lines[#lines+1]="[NATURAL_SKILL:MELEE_COMBAT:14]"
lines[#lines+1]="[NATURAL_SKILL:RANGED_COMBAT:14]"
lines[#lines+1]="[NATURAL_SKILL:DODGING:14]"
lines[#lines+1]="[NATURAL_SKILL:SITUATIONAL_AWARENESS:14]"
add_regular_tokens(lines,options)
options.spheres=options.spheres or {}
local hf=random_object_parameters.source_hf
if hf then
if hf.profile and hf.profile.mpp then
map_merge(options.spheres,hf.profile.mpp.sphere)
end
end
local skill_amount = (options.spheres.WAR or options.spheres.VALOR or options.spheres.FORTRESSES) and "10" or "6"
for k,v in ipairs({
"WRESTLING","BITE","GRASP_STRIKE","STANCE_STRIKE",
"MELEE_COMBAT","RANGED_COMBAT","DODGING","SITUATIONAL_AWARENESS",
"AXE","SWORD","DAGGER","PIKE",
"MACE","HAMMER","WHIP","SPEAR"}) do
lines[#lines+1]="[NATURAL_SKILL:"..v..":"..skill_amount.."]"
end
populate_sphere_info(lines,options)
local rcm
rcp=get_random_creature_profile(options)
add_body_size(lines,math.max(rcp.min_size,10000000),options)
lines[#lines+1]="[CREATURE_TILE:"..((options.body_size<=60000) and "132]" or "142]") -- ä or Ä
options.custom_desc_func=function(options)
local add_tbl=sphere_flavor[pick_random_conditional_pairs(sphere_flavor,function(sphere,_,options)
return options.spheres[sphere]
end,options)]
if not add_tbl then add_tbl={add="it is a divine being"} end
if add_tbl.odor then
options.always_odor=true
options.forced_odor_string=add_tbl.odor
options.forced_odor_level=100
end
return add_tbl.add
end
options.end_phrase=angel_description(lines,options)
build_procgen_creature(rcp,lines,options)
angel_end_tokens(lines,options,angel_names_great_beast)
return {raws=lines,weight=1}
end
|
Example raws (as extracted from 0.44 world.sav) |
|---|
[OBJECT:CREATURE]
[CREATURE:HF852 DIVINE_2]
[DESCRIPTION:A one-eyed humanoid. It has large mandibles and it has a rattling exhale. Its gray skin is leathery. It was created by the human god Ijat the Gnarled Guts and is of a part with balance, death, deformity, disease and suicide.]
[NAME:Dead Minion:Dead Minions:Dead minion]
[CASTE_NAME:Dead Minion:Dead Minions:Dead minion]
[GENERATED]
[SOURCE_HFID:852]
[LARGE_PREDATOR]
[DIFFICULTY:2]
[NATURAL_SKILL:WRESTLING:4]
[NATURAL_SKILL:BITE:4]
[NATURAL_SKILL:GRASP_STRIKE:4]
[NATURAL_SKILL:STANCE_STRIKE:4]
[NATURAL_SKILL:MELEE_COMBAT:4]
[NATURAL_SKILL:RANGED_COMBAT:4]
[NATURAL_SKILL:DODGING:4]
[NATURAL_SKILL:SITUATIONAL_AWARENESS:4]
[LARGE_ROAMING]
[MALE]
[PHYS_ATT_RANGE:STRENGTH:1250:1250:1250:1250:1250:1250:1250]
[PHYS_ATT_RANGE:TOUGHNESS:1250:1250:1250:1250:1250:1250:1250]
[PHYS_ATT_RANGE:ENDURANCE:1250:1250:1250:1250:1250:1250:1250]
[PHYS_ATT_RANGE:RECUPERATION:1250:1250:1250:1250:1250:1250:1250]
[PHYS_ATT_RANGE:DISEASE_RESISTANCE:5000:5000:5000:5000:5000:5000:5000]
[MENT_ATT_RANGE:ANALYTICAL_ABILITY:1250:1250:1250:1250:1250:1250:1250]
[MENT_ATT_RANGE:FOCUS:1250:1250:1250:1250:1250:1250:1250]
[MENT_ATT_RANGE:WILLPOWER:1250:1250:1250:1250:1250:1250:1250]
[MENT_ATT_RANGE:PATIENCE:1250:1250:1250:1250:1250:1250:1250]
[MENT_ATT_RANGE:MEMORY:1250:1250:1250:1250:1250:1250:1250]
[MENT_ATT_RANGE:LINGUISTIC_ABILITY:1250:1250:1250:1250:1250:1250:1250]
[MENT_ATT_RANGE:MUSICALITY:1250:1250:1250:1250:1250:1250:1250]
[MENT_ATT_RANGE:SOCIAL_AWARENESS:1250:1250:1250:1250:1250:1250:1250]
[NO_DRINK]
[NO_EAT]
[NO_SLEEP]
[FANCIFUL]
[SUPERNATURAL]
[AMPHIBIOUS]
[PETVALUE:2000]
[GRASSTRAMPLE:20]
[BUILDINGDESTROYER:2]
[ALL_ACTIVE]
[SWIMS_INNATE]
[TRAPAVOID]
[NOPAIN]
[NOSTUN]
[NONAUSEA]
[NOFEAR]
[NOEXERT]
[NO_DIZZINESS]
[NO_FEVERS]
[LARGE_PREDATOR]
[SPHERE:BALANCE]
[SPHERE:DEATH]
[SPHERE:DEFORMITY]
[SPHERE:DISEASE]
[SPHERE:SUICIDE]
[BODY_SIZE:0:0:70000]
[CREATURE_TILE:142]
[BODY:RCP_UPPER_BODY:RCP_LOWER_BODY:RCP_NECK:RCP_HEAD:RCP_TWO_PART_ARMS:RCP_TWO_PART_LEGS:RCP_LARGE_MANDIBLES:RCP_1_EYE:RCP_LUNGS:RCP_HEART:RCP_GUTS:RCP_THROAT:RCP_SPINE:RCP_UPPER_SPINE:RCP_BRAIN:RCP_SKULL:RCP_MOUTH:RCP_TONGUE:RCP_RIBS:RCP_1_EYELID]
[CANOPENDOORS]
[EQUIPS]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[REMOVE_MATERIAL:HAIR]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[REMOVE_TISSUE:HAIR]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
[HAS_NERVES]
[HOMEOTHERM:10040]
[SELECT_MATERIAL:SKIN]
[STATE_COLOR:ALL_SOLID:GRAY]
[NO_UNIT_TYPE_COLOR]
[COLOR:6:0:0]
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[PLUS_TISSUE_LAYER:SCALE:BY_CATEGORY:THROAT]
[TL_MAJOR_ARTERIES]
[USE_MATERIAL_TEMPLATE:ICHOR:ICHOR_TEMPLATE]
[BLOOD:LOCAL_CREATURE_MAT:ICHOR:LIQUID]
[CREATURE_CLASS:GENERAL_POISON]
[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:punch:punches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PREPARE_AND_RECOVER:2:2]
[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_PREPARE_AND_RECOVER:2:2]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_BAD_MULTIATTACK]
[ATTACK:BITE:BODYPART:BY_CATEGORY:MANDIBLE]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_PREPARE_AND_RECOVER:2:2]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:MAIN]
[GAIT:SWIM:Maximum Swim Speed:725:10:3:2175:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]
[GAIT:SWIM:Faster Swim:1450:5:3:2175:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]
[GAIT:SWIM:Fast Swim:2175:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]
[GAIT:SWIM:Swim:2900:NO_BUILD_UP:0]( [GAIT:SWIM:Slow Swim:3900:NO_BUILD_UP:0]
[GAIT:SWIM:Creeping Swim:5900:NO_BUILD_UP:0]
[GAIT:WALK:Sprint:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]
[GAIT:WALK:Run:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]
[GAIT:WALK:Jog:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]
[GAIT:WALK:Walk:900:NO_BUILD_UP:0]
[GAIT:WALK:Stroll:1900:NO_BUILD_UP:0]
[GAIT:WALK:Creep:2900:NO_BUILD_UP:0]
[GAIT:CRAWL:Scramble:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]
[GAIT:CRAWL:Faster Crawl:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]
[GAIT:CRAWL:Fast Crawl:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]
[GAIT:CRAWL:Crawl:900:NO_BUILD_UP:0]
[GAIT:CRAWL:Slow Crawl:1900:NO_BUILD_UP:0]
[GAIT:CRAWL:Creep:2900:NO_BUILD_UP:0]
[GAIT:CLIMB:Scramble:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]
[GAIT:CLIMB:Faster Climb:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]
[GAIT:CLIMB:Fast Climb:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]
[GAIT:CLIMB:Climb:900:NO_BUILD_UP:0]
[GAIT:CLIMB:Slow Climb:1900:NO_BUILD_UP:0]
[GAIT:CLIMB:Creep:2900:NO_BUILD_UP:0]
[CREATURE:HF852 DIVINE_1]
[DESCRIPTION:A large humanoid composed of vomit. It has wings and its body is bent and misshapen. It was created by the human god Ijat the Gnarled Guts and is of a part with balance, death, deformity, disease and suicide.]
[NAME:Warrior of Deformity:Warriors of Deformity:warrior]
[CASTE_NAME:Warrior of Deformity:Warriors of Deformity:warrior]
[GENERATED]
[SOURCE_HFID:852]
[DIFFICULTY:6]
[CAN_LEARN]
[CAN_SPEAK]
[LARGE_ROAMING]
[FEMALE]
[PHYS_ATT_RANGE:STRENGTH:1250:1250:1250:1250:1250:1250:1250]
[PHYS_ATT_RANGE:TOUGHNESS:1250:1250:1250:1250:1250:1250:1250]
[PHYS_ATT_RANGE:ENDURANCE:1250:1250:1250:1250:1250:1250:1250]
[PHYS_ATT_RANGE:RECUPERATION:1250:1250:1250:1250:1250:1250:1250]
[PHYS_ATT_RANGE:DISEASE_RESISTANCE:5000:5000:5000:5000:5000:5000:5000]
[MENT_ATT_RANGE:ANALYTICAL_ABILITY:1250:1250:1250:1250:1250:1250:1250]
[MENT_ATT_RANGE:FOCUS:1250:1250:1250:1250:1250:1250:1250]
[MENT_ATT_RANGE:WILLPOWER:1250:1250:1250:1250:1250:1250:1250]
[MENT_ATT_RANGE:PATIENCE:1250:1250:1250:1250:1250:1250:1250]
[MENT_ATT_RANGE:MEMORY:1250:1250:1250:1250:1250:1250:1250]
[MENT_ATT_RANGE:LINGUISTIC_ABILITY:1250:1250:1250:1250:1250:1250:1250]
[MENT_ATT_RANGE:MUSICALITY:1250:1250:1250:1250:1250:1250:1250]
[MENT_ATT_RANGE:SOCIAL_AWARENESS:1250:1250:1250:1250:1250:1250:1250]
[NO_DRINK]
[NO_EAT]
[NO_SLEEP]
[FANCIFUL]
[SUPERNATURAL]
[AMPHIBIOUS]
[PETVALUE:2000]
[GRASSTRAMPLE:20]
[BUILDINGDESTROYER:2]
[ALL_ACTIVE]
[SWIMS_INNATE]
[TRAPAVOID]
[NOPAIN]
[NOSTUN]
[NONAUSEA]
[NOFEAR]
[NOEXERT]
[NO_DIZZINESS]
[NO_FEVERS]
[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:RANGED_COMBAT:6]
[NATURAL_SKILL:DODGING:6]
[NATURAL_SKILL:SITUATIONAL_AWARENESS:6]
[NATURAL_SKILL:AXE:6]
[NATURAL_SKILL:SWORD:6]
[NATURAL_SKILL:DAGGER:6]
[NATURAL_SKILL:PIKE:6]
[NATURAL_SKILL:MACE:6]
[NATURAL_SKILL:HAMMER:6]
[NATURAL_SKILL:WHIP:6]
[NATURAL_SKILL:SPEAR:6]
[LARGE_PREDATOR]
[SPHERE:BALANCE]
[SPHERE:DEATH]
[SPHERE:DEFORMITY]
[SPHERE:DISEASE]
[SPHERE:SUICIDE]
[BODY_SIZE:0:0:80000]
[CREATURE_TILE:142]
[NO_THOUGHT_CENTER_FOR_MOVEMENT]
[BODY:RCP_UPPER_BODY:RCP_LOWER_BODY:RCP_NECK:RCP_HEAD:RCP_TWO_PART_ARMS:RCP_TWO_PART_LEGS:RCP_TWO_FLIGHTLESS_WINGS:RCP_LOWER_BODY_STINGER]
[CANOPENDOORS]
[EQUIPS]
[TISSUE:UNIFORM_TIS]
[TISSUE_NAME:tissue:NP]
[TISSUE_MATERIAL:VOMIT]
[TISSUE_MAT_STATE:SOLID]
[MUSCULAR]
[FUNCTIONAL]
[STRUCTURAL]
[RELATIVE_THICKNESS:1]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE_LAYER:BY_CATEGORY:ALL:UNIFORM_TIS]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]
[NOT_LIVING]
[NOT_BUTCHERABLE]
[ODOR_STRING:vomit]
[ODOR_LEVEL:90]
[COLOR:2:0:0]
[NOBREATHE]
[EXTRAVISION]
[HOMEOTHERM:10040]
[USE_MATERIAL_TEMPLATE:POISON:CREATURE_EXTRACT_TEMPLATE]
[ENTERS_BLOOD]
[SYNDROME]
[SYN_NAME:divine sickness]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_IMMUNE_CREATURE:HF852 DIVINE_1:ALL]
[SYN_INJECTED]
[SYN_CONTACT]
[SYN_INHALED]
[SYN_INGESTED]
[CE_IMPAIR_FUNCTION:SEV:100:PROB:100:START:858:PEAK:1745:END:3188:LOCALIZED:RESISTABLE:SIZE_DELAYS:SIZE_DILUTES]
[CE_PAIN:SEV:100:PROB:100:START:343:PEAK:1602:END:4801:RESISTABLE:SIZE_DELAYS:SIZE_DILUTES]
[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:punch:punches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PREPARE_AND_RECOVER:2:2]
[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_PREPARE_AND_RECOVER:2:2]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_BAD_MULTIATTACK]
[ATTACK:STING:BODYPART:BY_CATEGORY:STINGER]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:sting:stings]
[ATTACK_CONTACT_PERC:5]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_PREPARE_AND_RECOVER:2:2]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:MAIN]
[SPECIALATTACK_INJECT_EXTRACT:LOCAL_CREATURE_MAT:POISON:LIQUID:100:100]
[GAIT:SWIM:Maximum Swim Speed:725:10:3:2175:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]
[GAIT:SWIM:Faster Swim:1450:5:3:2175:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]
[GAIT:SWIM:Fast Swim:2175:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]
[GAIT:SWIM:Swim:2900:NO_BUILD_UP:0]( [GAIT:SWIM:Slow Swim:3900:NO_BUILD_UP:0]
[GAIT:SWIM:Creeping Swim:5900:NO_BUILD_UP:0]
[GAIT:WALK:Sprint:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]
[GAIT:WALK:Run:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]
[GAIT:WALK:Jog:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]
[GAIT:WALK:Walk:900:NO_BUILD_UP:0]
[GAIT:WALK:Stroll:1900:NO_BUILD_UP:0]
[GAIT:WALK:Creep:2900:NO_BUILD_UP:0]
[GAIT:CRAWL:Scramble:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]
[GAIT:CRAWL:Faster Crawl:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]
[GAIT:CRAWL:Fast Crawl:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]
[GAIT:CRAWL:Crawl:900:NO_BUILD_UP:0]
[GAIT:CRAWL:Slow Crawl:1900:NO_BUILD_UP:0]
[GAIT:CRAWL:Creep:2900:NO_BUILD_UP:0]
[GAIT:CLIMB:Scramble:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]
[GAIT:CLIMB:Faster Climb:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]
[GAIT:CLIMB:Fast Climb:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]
[GAIT:CLIMB:Climb:900:NO_BUILD_UP:0]
[GAIT:CLIMB:Slow Climb:1900:NO_BUILD_UP:0]
[GAIT:CLIMB:Creep:2900:NO_BUILD_UP:0]
[CREATURE:HF852 DIVINE_3]
[DESCRIPTION:A great pterosaur composed of grime and filth. It has two long, spiral horns and it has a rattling exhale. It was created by the human god Ijat the Gnarled Guts and is of a part with balance, death, deformity, disease and suicide.]
[NAME:Suicide's Destroyer:Suicide's Destroyers:Suicide's destroyer]
[CASTE_NAME:Suicide's Destroyer:Suicide's Destroyers:Suicide's destroyer]
[GENERATED]
[SOURCE_HFID:852]
[LARGE_PREDATOR]
[DIFFICULTY:10]
[NATURAL_SKILL:WRESTLING:14]
[NATURAL_SKILL:BITE:14]
[NATURAL_SKILL:GRASP_STRIKE:14]
[NATURAL_SKILL:STANCE_STRIKE:14]
[NATURAL_SKILL:MELEE_COMBAT:14]
[NATURAL_SKILL:RANGED_COMBAT:14]
[NATURAL_SKILL:DODGING:14]
[NATURAL_SKILL:SITUATIONAL_AWARENESS:14]
[LARGE_ROAMING]
[FEMALE]
[PHYS_ATT_RANGE:STRENGTH:1250:1250:1250:1250:1250:1250:1250]
[PHYS_ATT_RANGE:TOUGHNESS:1250:1250:1250:1250:1250:1250:1250]
[PHYS_ATT_RANGE:ENDURANCE:1250:1250:1250:1250:1250:1250:1250]
[PHYS_ATT_RANGE:RECUPERATION:1250:1250:1250:1250:1250:1250:1250]
[PHYS_ATT_RANGE:DISEASE_RESISTANCE:5000:5000:5000:5000:5000:5000:5000]
[MENT_ATT_RANGE:ANALYTICAL_ABILITY:1250:1250:1250:1250:1250:1250:1250]
[MENT_ATT_RANGE:FOCUS:1250:1250:1250:1250:1250:1250:1250]
[MENT_ATT_RANGE:WILLPOWER:1250:1250:1250:1250:1250:1250:1250]
[MENT_ATT_RANGE:PATIENCE:1250:1250:1250:1250:1250:1250:1250]
[MENT_ATT_RANGE:MEMORY:1250:1250:1250:1250:1250:1250:1250]
[MENT_ATT_RANGE:LINGUISTIC_ABILITY:1250:1250:1250:1250:1250:1250:1250]
[MENT_ATT_RANGE:MUSICALITY:1250:1250:1250:1250:1250:1250:1250]
[MENT_ATT_RANGE:SOCIAL_AWARENESS:1250:1250:1250:1250:1250:1250:1250]
[NO_DRINK]
[NO_EAT]
[NO_SLEEP]
[FANCIFUL]
[SUPERNATURAL]
[AMPHIBIOUS]
[PETVALUE:2000]
[GRASSTRAMPLE:20]
[BUILDINGDESTROYER:2]
[ALL_ACTIVE]
[SWIMS_INNATE]
[TRAPAVOID]
[NOPAIN]
[NOSTUN]
[NONAUSEA]
[NOFEAR]
[NOEXERT]
[NO_DIZZINESS]
[NO_FEVERS]
[LARGE_PREDATOR]
[SPHERE:BALANCE]
[SPHERE:DEATH]
[SPHERE:DEFORMITY]
[SPHERE:DISEASE]
[SPHERE:SUICIDE]
[BODY_SIZE:0:0:10000000]
[CREATURE_TILE:142]
[NO_THOUGHT_CENTER_FOR_MOVEMENT]
[BODY:RCP_UPPER_BODY:RCP_LOWER_BODY:RCP_NECK:RCP_HEAD:RCP_TWO_PART_LEGS:RCP_TWO_WINGS:RCP_2_HEAD_HORNS:RCP_4_TOES]
[FLIER]
[TISSUE:UNIFORM_TIS]
[TISSUE_NAME:tissue:NP]
[TISSUE_MATERIAL:GRIME]
[TISSUE_MAT_STATE:SOLID]
[MUSCULAR]
[FUNCTIONAL]
[STRUCTURAL]
[RELATIVE_THICKNESS:1]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE_LAYER:BY_CATEGORY:ALL:UNIFORM_TIS]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]
[NOT_LIVING]
[NOT_BUTCHERABLE]
[ODOR_STRING:filth]
[ODOR_LEVEL:90]
[COLOR:6:0:0]
[NOBREATHE]
[EXTRAVISION]
[HOMEOTHERM:10040]
[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:kick:kicks]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PREPARE_AND_RECOVER:2:2]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_BAD_MULTIATTACK]
[ATTACK:HORN:BODYPART:BY_CATEGORY:HORN]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:gore:gores]
[ATTACK_CONTACT_PERC:5]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_PREPARE_AND_RECOVER:2:2]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:MAIN]
[GAIT:SWIM:Maximum Swim Speed:725:10:3:2175:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]
[GAIT:SWIM:Faster Swim:1450:5:3:2175:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]
[GAIT:SWIM:Fast Swim:2175:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]
[GAIT:SWIM:Swim:2900:NO_BUILD_UP:0]
[GAIT:SWIM:Slow Swim:3900:NO_BUILD_UP:0]
[GAIT:SWIM:Creeping Swim:5900:NO_BUILD_UP:0]
[GAIT:FLY:Maximum Flight Speed:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]
[GAIT:FLY:Faster Flight:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]
[GAIT:FLY:Fast Flight:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]
[GAIT:FLY:Fly:900:NO_BUILD_UP:0]
[GAIT:FLY:Slow Flight:1900:NO_BUILD_UP:0]
[GAIT:FLY:Hover:2900:NO_BUILD_UP:0]
[GAIT:WALK:Fastest Walk:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]
[GAIT:WALK:Faster Walk:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]
[GAIT:WALK:Fast Walk:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]
[GAIT:WALK:Walk:900:NO_BUILD_UP:0]
[GAIT:WALK:Slow Walk:1900:NO_BUILD_UP:0]
[GAIT:WALK:Slowest Walk:2900:NO_BUILD_UP:0]
[GAIT:CRAWL:Scramble:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]
[GAIT:CRAWL:Faster Crawl:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]
[GAIT:CRAWL:Fast Crawl:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]
[GAIT:CRAWL:Crawl:900:NO_BUILD_UP:0]
[GAIT:CRAWL:Slow Crawl:1900:NO_BUILD_UP:0]
[GAIT:CRAWL:Creep:2900:NO_BUILD_UP:0]
|
