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Toxins   
Geek2Nurse

Geek2Nurse
United States  

 visit Geek2Nurse's website: Adventures in Nornia
  6/16/2012

Are there any good references/tutorials out there for developing toxic stuff? Or anyone who feels like doing some CAOS-newbie handholding? ;)

Norngirl and I are working on a toxic flower/plant agent, and I'm trying to figure out the "how to make it be toxic" part of things. I dug into the Manky Plant-Stinky Stump-whatsis plant that comes in the toxic norns pack, and was surprised to find that basically the only thing toxic about it is that it makes detritus. It's not even classified as a bad plant, which surprised me.

Norngirl's agent has flower/leaf/(bad) plant/seed parts, so I'm trying to figure out what kind of stims to give them that would be appropriate for making them work right for toxic norns. I'm still pretty shaky on normal stims, so this is a bit over my head!

(I've got solo 12-hour shifts at the hospital all weekend, so I may be slow to answer, but don't let that hold you back -- I'll check back in here as soon as I can!)


---
Optimist: the glass is half full.
Pessimist: the glass is half empty.
Engineer: the glass is twice as big as it needs to be.

 
Malkin

Malkin

Manager


 visit Malkin's website: Malkin's page at CWiki
  6/16/2012

For 'normal' stims, read my Creature Stimuli Notes - they don't have amounts, but they're a good rough guide as to 'what the stims are and what the stims do'.

You might like to read my Toxic Norn ponderings.

Toxic Norns are still hurt and upset by badplant /beast stims. "I have eaten food" etc. are still good for them, but "I have eaten detritus" and "I have drunk alcohol" are best. I don't know why the toxics didn't come with an instinct to eat manky - that's why I had a fiddle round with them, which you can see here. Hope this helps! :)


My TCR Norns
 
Geek2Nurse

Geek2Nurse


 visit Geek2Nurse's website: Adventures in Nornia
  6/17/2012

Thanks, Malkin! Those look like just what I need. I guess badplant wasn't the way to go with the plant classifier. ;)

---
Optimist: the glass is half full.
Pessimist: the glass is half empty.
Engineer: the glass is twice as big as it needs to be.

 
Horstj

Horstj



  7/2/2012

CHEM should definetly do, as it injects a certain amount of a certain cemical into the creature that has caused the script to be run (at least I think so).
 
Papriko
Peppery One

Papriko



  7/2/2012

But when I recall right does CHEM not trigger any learning effect.

Lets play plants! Photosynthesis... Photosynthesis... Photosynthesis...
 
Geek2Nurse

Geek2Nurse


 visit Geek2Nurse's website: Adventures in Nornia
  7/2/2012

So everything should use correct STIMs, for the learning effect, and andy CHEMs used are more for the benefit of the player, I guess. Am I on the right track?

---
Optimist: the glass is half full.
Pessimist: the glass is half empty.
Engineer: the glass is twice as big as it needs to be.

 
Ghosthande
Prodigal Sock

Ghosthande


 visit Ghosthande's website: Breeders Beware
  7/2/2012

Yes. Like Papriko mentioned it's generally best to stick with STIMs as much as you you can, as Creatures aren't aware of CHEM effects and can't learn from them. Using them for good or bad effects is equally unfair to the Norn, since it prevents them from successfully avoiding bad food or seeking out cures.


 
Geek2Nurse

Geek2Nurse


 visit Geek2Nurse's website: Adventures in Nornia
  7/2/2012

Makes sense. In this case (the only time I've used them), I'm adding small amounts of toxins to an agent meant for toxic norns, to make it more "nutritious" for them. As long as people don't subject regular norns to it, it's just a hidden bonus. ;)

---
Optimist: the glass is half full.
Pessimist: the glass is half empty.
Engineer: the glass is twice as big as it needs to be.

 


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