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Taxidermies

Wood Type

  • Use ivy as wood to negate the wood type from the name.

Taxidermies

Overview

The item you spawn is called “preserved body”, by default it will look like a wrapped body. To change how it looks you need to set:

  • Data1 is the creature ID.
  • Data2 is size.
  • Auxdata is the type.

You will need to rename the item to something sensible manually.

Creature ID

See the table below.

Size

Use the Freth's Taxidermy Calculator spreadsheet to find your Data2 value. The calculator supports horses and hell horses, as well as the correct kingdom.

Type

Auxdata is for setting the type of taxidermy.

  • 0 = lying dead
  • 1 = butchered
  • 2 = animated

Creature ID's

These are the creatures that can be preserved.

Name ID
HUMAN_CID1
DUMMY_DOLL2
COW_BROWN_CID3
GUARD_LENIENT_CID4
GUARD_DECENT_CID5
GUARD_ABLE_CID6
GUARD_TOUGH_CID7
GUARD_BRUTAL_CID8
SALESMAN_CID9
WOLF_BLACK_CID10
TROLL_CID11
BEAR_BROWN_CID12
RAT_LARGE_CID13
LION_MOUNTAIN_CID14
CAT_WILD_CID15
DRAGON_RED_CID16
DRAKE_GREEN_CID17
DRAKE_BLACK_CID18
DRAKE_WHITE_CID19
FOREST_GIANT_CID20
UNICORN_CID21
CYCLOPS_CID22
GOBLIN_CID23
SPIDER_MOTHER_CID24
SPIDER_CID25
GOBLIN_LEADER_CID26
TROLL_KING_CID27
GUARD_SPIRIT_GOOD_LENIENT28
GUARD_SPIRIT_EVIL_LENIENT29
GUARD_SPIRIT_GOOD_ABLE30
GUARD_SPIRIT_EVIL_ABLE31
GUARD_SPIRIT_GOOD_DANGEROUS32
GUARD_SPIRIT_EVIL_DANGEROUS33
GUARD_KINGDOM_TOWER_JENN34
GUARD_KINGDOM_TOWER_LIBILA35
GUARD_KINGDOM_TOWER_MOLREHAN36
BOAR_FO_CID37
ANACONDA_CID38
GORILLA_MAGRANON_CID39
HYENA_LIBILA_CID40
BARTENDER_CID41
BEAR_BLACK_CID42
CAVE_BUG_CID43
PIG_CID44
HEN_CID45
SANTA_CLAUS46
SANTA_EVIL47
CHICKEN_CID48
BULL_CID49
CALF_CID50
DOG_CID51
ROOSTER_CID52
EASTERBUNNY_CID53
DEER_CID54
PHEASANT_CID55
LAVA_SPIDER_CID56
LAVA_CREATURE_CID57
CROCODILE_CID58
SCORPION_CID59
GUIDE_HOTS_CID60
GUIDE_CID61
LADYLAKE_CID62
KING_COBRA_CID63
HORSE_CID64
FOAL_CID65
KID_CID66
GUARD_KINGDOM_TOWER_FREEDOM67
AVENGER_OF_LIGHT_CID68
ZOMBIE_CID69
SEA_SERPENT_CID70
SHARK_HUGE_CID71
DEMON_SOL_CID72
DEATHCRAWLER_MINION_CID73
SPAWN_UTTACHA_CID74
SON_OF_NOGUMP_CID75
DRAKESPIRIT_CID76
EAGLESPIRIT_CID77
EPIPHANY_VYNORA_CID78
MAGRANON_JUGGERNAUT_CID79
MANIFESTATION_FO_CID80
INCARNATION_LIBILA_CID81
BISON_CID82
HELL_HORSE_CID83
HELL_HOUND_CID84
HELL_SCORPION_CID85
WORG_CID86
SKELETON_CID87
WRAITH_CID88
DRAGON_BLACK_CID89
DRAGON_GREEN_CID90
DRAGON_BLUE_CID91
DRAGON_WHITE_CID92
SEAL_CID93
TORTOISE_CID94
CRAB_CID95
SHEEP_CID96
BLUE_WHALE_CID97
SEAL_CUB_CID98
DOLPHIN_CID99
OCTOPUS_CID100
LAMB_CID101
RAM_CID102
DRAKE_RED_CID103
DRAKE_BLUE_CID104
SPIDER_FOG_CID105
RIFT_JACKAL_ONE_CID106
RIFT_JACKAL_TWO_CID107
RIFT_JACKAL_THREE_CID108
RIFT_JACKAL_FOUR_CID109
RIFT_JACKAL_CASTER_CID110
RIFT_OGRE_MAGE_CID111
RIFT_JACKAL_SUMMONER_CID112
NPC_HUMAN_CID113
CORPSE 114
CHEST_MIMIC2147483605

Horse Taxidermies

NOTE: The taxidermy mod for newer horses was broken until we contacted the mod creator and worked with them to fix the issues. The codes below should work now. Notice (below table) that the codes double for both horses and hell horses.

You can manually set taxis (as a GM) to the code (below).

  • Set Data1 to 64 (horse) or 83 (hell horse)
  • Set Data2 as follows unless you need a specific size, then use Freth's Taxidermy Calculator.
  • Aux to 0, 1 or 2 (lying dead, butchered, animated)
Horse Skin Data2
None/Grey/Ash 5120
Brown/Cinder 70656
Gold/Envious 136192
Black/Shadow 201728
White/Pestilential 267264
Piebald/Nightshade 332800
Blood Bay/Incandescent 398336
Ebony/Molten 463872
Skewbald Pinto 529408
Gold Buckskin 594944
Black Silver 660480
Appaloosa 726016
Chestnut 791552

Hell Horse Taxidermies

Hell horse taxidermies don't always translate over. A GM may need to set the Data2 manually to the correct number corresponding to the type of hell horse the taxi should be.

  • Data1 should be 83.
  • Set Data2 as follows unless you need a specific size, then use Freth's Taxidermy Calculator.
  • Aux to 0, 1 or 2 (lying dead, butchered, animated)
Type Data2
Cinder 126976
Envious 192512
Shadow 258048
Pestilential 323584
Nightshade 332800
Incandescent 454656

Notes

This section goes into more detail about Bdew's Taxidermy mod and how it works.

Bdew's Forum Note

The item you spawn is called “preserved body”, by default it will look like a wrapped body. To change how it looks you need to set:

Data1 is the creature template ID, list of vanilla IDs here.

Data2 has the kingdom in the lowest byte, this is used for tower guards and such. Second byte is scale factor multiplied by 20. Leaving it as 0 will mean no kingdom and default scale.

Aux is the state - 0=lying 1=butchered 2=animated.

You will need to rename the item to something sensible manually.

Size Code

    public static float sizeMod(Item item) {
        if (item.getTemplateId() == CustomItems.stuffedCorpseId) {
            if (item.getData2() == -1) return 1f;
            int sf = (item.getData2() >> 8) & 0xFF;
            if (sf > 0)
                return (float) (sf) / 20f;
            else
                return 1f;
        } else {
            return 1f;
        }
    }

Formula

(Size multiplier * 256)+kingdom+(color*256*256)

NOTE: Color is for horses and hell horses only, and would be zero if not a horse.

Kingdom Number
None 0
Jenn-Kellon 1
Mol Rehan 2
Horde of the Summoned 3
Freedom Isles 4
Horse Color Code
None/Grey/Ash 0
Brown/Cinder 1
Gold/Envious 2
Black/Shadow 3
White/Pestilential 4
Piebald/Nightshade 5
Blood Bay/Incandescent 6
Ebony/Molten 7
Skewbald Pinto 8
Gold Buckskin 9
Black Silver 10
Appaloosa 11
Chestnut 12

Bdew's Taxidermy Calc

Copy this calculator to your own Google Docs and use it to calculate taxidermy settings for any creature.

https://docs.google.com/spreadsheets/d/1pkzXL-FU0yq-IUCOX6gtdzJKWEPApIlWFAMWki6_-ic/edit?usp=sharing

taxis.txt · Last modified: 2024/06/19 14:11 by freth

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