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{{cleanup}}
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Every [[agent]] in the [[Creatures series]] is classified within a hierarchy of types, which tells the [[engine]] what kind of object it is. The hierarchy includes three levels: [[family]], [[genus]] and [[species]]. For example, the [[spinning top]] is classified in the [[simple object]] family, in the [[toy]] genus, and it is the first species in that genus.
  
Every [[agent]] in the [[Creatures series]] of games is contained within a hierarchy of classifications, which tells the [[engine]] what kind of object it is. The hierarchy descends from [[family]], to [[genus]], to [[species]]. For example, the [[spinning top]] is in the [[simple object]] family, the [[toy]] genus, and it is the first species in that genus.
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[[Creature]]s only recognize broad categories, which correspond to the genus level, and cannot distinguish between objects beyond that level. This can be useful in terms of [[vocabulary]] and [[behaviour learning]], as Creatures can learn one word and behaviour for a particular 'toy', and it will extend to all others (so that if it's nice to activate the ball, it's also nice to do it to the spinning top). [[Steve Grand]] initially saw this as 'cheating' when he made the first Creatures game, preferring a model in which Creatures learnt to [[generalisation|generalise]] more naturally, but limitations of programming power and time have meant that this system has been used throughout the series.
  
Creatures only have broad categories of object, each made up of several [[genus|genera]], and within which they cannot distinguish between objects. This can be useful in terms of [[vocabulary]] and [[behaviour learning]], as Creatures can learn one word and behaviour for a particular 'toy', and it will extend to all others (so that if it's nice to activate the ball, it's also nice to do it to the spinning top). [[Steve Grand]] initially saw this as 'cheating' when he made the first Creatures game, preferring a model in which Creatures learnt to [[generalisation|generalise]] more naturally, but limitations of programming power and time have meant that this system has been used throughout the series.
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The [[class number]] is the family, genus and species written together: for example 2 13 1 is the class number for the spinning top, and 2 6 65 is the class number for the [[Breaded Hatchling Norn]]. Agents with exactly the same class number generally behave identically due to sharing scripts.
  
The [[class number]] is the family, genus and species written together: for example 2 6 65, which is the class number for the [[Breaded Hatchling Norn]]. Agents with the same class number generally behave identically due to sharing scripts.
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In all Creatures games, family and genus range from 1 to 255. In C1, species has a maximum of 255, and in C2 and [[CEE]]-based games, species has a maximum of 65535. Numbers over the maximum wrap around (so species 268 in C1 is equivalent to 12). 0 in any part of the classifier acts as a wildcard (see [[ENUM]], for instance).
 
 
In all Creatures games, family and genus range from 1 to 255. In C1, species has a maximum of 255, and in C2 and [[CEE]]-based games, species has a maximum of 65535. Numbers over the maximum wrap around (so species 268 in C1 is equivalent to 12). 0 in any part of the classifier acts as a wildcard (see [[ENUM]], for instance).
 
  
 
Lists of known [[C1 class numbers]] and [[C3/DS class numbers]] are maintained in addition to the overview below.
 
Lists of known [[C1 class numbers]] and [[C3/DS class numbers]] are maintained in addition to the overview below.
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*# [[Implement]]s
 
*# [[Implement]]s
 
*# [[Cliff Edge]]
 
*# [[Cliff Edge]]
*# [[Rotten Food]]
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*# [[Detritus]]
 +
*# Cures
 
*# [[Toy]]s
 
*# [[Toy]]s
*# [[Cloud]]s
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*# [[Weather]]
 
*# [[Bad Plant]]
 
*# [[Bad Plant]]
 
*# [[Animal Nest]]
 
*# [[Animal Nest]]
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*# [[Critter]]
 
*# [[Critter]]
 
*# [[Seed]]s
 
*# [[Seed]]s
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*# Leaf
 
*# [[Root Vegetables]]
 
*# [[Root Vegetables]]
 
*# [[Flower]]s
 
*# [[Flower]]s
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*# [[Incubator]]s
 
*# [[Incubator]]s
 
*# [[Teleporter]]s
 
*# [[Teleporter]]s
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*# <Open genus slot>
 
*# [[Machine]]s
 
*# [[Machine]]s
 
* '''4'''
 
* '''4'''
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*# [[Leaf]]
 
*# [[Leaf]]
 
*# [[Flower]]
 
*# [[Flower]]
*# [[Good Fruit]]
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*# [[Fruit|Good Fruit]]
*# [[Bad Fruit]]
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*# [[Bad Fruit]] or Manky
 
*# [[Detritus]]
 
*# [[Detritus]]
 
*# [[Food]]
 
*# [[Food]]
 
*# [[Button]] or Switch
 
*# [[Button]] or Switch
*# [[Good Bug]]
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*# [[Bug|Good Bug]]
*# [[Bad Bug]]
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*# [[Pest|Bad Bug]] or Pest
*# [[Good Critter]]
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*# [[Critter|Good Critter]]
*# [[Bad Critter]]
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*# [[Bad Critter]] or Beast
 
*# [[Nest]]
 
*# [[Nest]]
 
*# [[Agent Egg]]
 
*# [[Agent Egg]]
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*# [[Ettin Home]]
 
*# [[Ettin Home]]
 
*# [[Gadget]]
 
*# [[Gadget]]
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*# [[Portal]]
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*# [[Vehicle]]s
 
* <b>4</b>
 
* <b>4</b>
 
*# [[Norn]]
 
*# [[Norn]]
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Other classes can be used, but by default they have no help name, and creatures cannot see them; you can change this, but it involves editing game files, and is therefore quite tricky to do multiple times without knowledge of how the game works - so is not good for players.
 
Other classes can be used, but by default they have no help name, and creatures cannot see them; you can change this, but it involves editing game files, and is therefore quite tricky to do multiple times without knowledge of how the game works - so is not good for players.
{{stub}}
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 +
==Item ID numbers==
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Creature genes (e.g. [[instinct]]s) use a different set of numbers than the list above to identify objects.
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<ol start="0">
 +
<li>Self</li>
 +
<li>Hand</li>
 +
<li>Door</li>
 +
<li>Seed</li>
 +
<li>Plant</li>
 +
<li>Weed</li>
 +
<li>Leaf</li>
 +
<li>Flower</li>
 +
<li>Fruit</li>
 +
<li>Manky</li>
 +
<li>Detritus</li>
 +
<li>Food</li>
 +
<li>Button</li>
 +
<li>Bug</li>
 +
<li>Pest</li>
 +
<li>Critter</li>
 +
<li>Beast</li>
 +
<li>[[Nest]]</li>
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<li>Animal egg</li>
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<li>Weather</li>
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<li>Bad</li>
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<li>Toy</li>
 +
<li>Incubator</li>
 +
<li>Dispenser</li>
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<li>Tool</li>
 +
<li>Potion</li>
 +
<li>Elevator</li>
 +
<li>Teleporter</li>
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<li>Machinery</li>
 +
<li>Creature egg</li>
 +
<li>Norn home</li>
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<li>Grendel home</li>
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<li>Ettin home</li>
 +
<li>Gadget</li>
 +
<li>Portal</li>
 +
<li>Vehicle</li>
 +
<li>Norn</li>
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<li>Grendel</li>
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<li>Ettin</li>
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<li>Something (Geat)</li>
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</ol>
  
 
==External links==
 
==External links==
*[http://www.gamewaredevelopment.co.uk/cdn/cdn_classifier.php C3/DS classifiers list] over at the [[Creatures Developer Network]] - NOTE: This list is <b>not</b> an accurate list of all agent classifiers! A few agents, especially recent ones are missing from the list. Also it does not list what ranges are 'owned' by who, and so choosing a classifier based on the information there could cause a [[clash]]!
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*[http://www.gamewareeurope.com/GWDev/cdn/cdn_classifier.php C3/DS classifiers list] over at the [[Creatures Developer Network]] - NOTE: This list is <b>not</b> an accurate list of all agent classifiers! A few agents, especially recent ones are missing from the list. Also it does not list what ranges are 'owned' by who, and so choosing a classifier based on the information there could cause a [[clash]]!
*[http://www.bibbleworld.com/autohtml.php?filename=C3DS%20Agent%20Script%20Reservations/C3DS%20Agent%20Script%20Reservations.htm Bibbleworld's Script reservation System] - IF you are new to CAOS coding, you will need to get a range here.
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*[http://creaturescaves.com/dev.php?section=Reservations Creatures Caves Script Reservation System] - If you are new to CAOS coding, you will need to get a range here.
* [http://www.gamewaredevelopment.co.uk/cdn/cdn_more.php?CDN_article_id=82 Classification and clashing - The very basics of the the Creatures Classification System]
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* [http://www.gamewareeurope.com/GWDev/cdn/cdn_more.php?CDN_article_id=82 Classification and clashing - The very basics of the the Creatures Classification System]
 
[[Category:Internals]]
 
[[Category:Internals]]

Revision as of 02:10, 17 April 2019

Every agent in the Creatures series is classified within a hierarchy of types, which tells the engine what kind of object it is. The hierarchy includes three levels: family, genus and species. For example, the spinning top is classified in the simple object family, in the toy genus, and it is the first species in that genus.

Creatures only recognize broad categories, which correspond to the genus level, and cannot distinguish between objects beyond that level. This can be useful in terms of vocabulary and behaviour learning, as Creatures can learn one word and behaviour for a particular 'toy', and it will extend to all others (so that if it's nice to activate the ball, it's also nice to do it to the spinning top). Steve Grand initially saw this as 'cheating' when he made the first Creatures game, preferring a model in which Creatures learnt to generalise more naturally, but limitations of programming power and time have meant that this system has been used throughout the series.

The class number is the family, genus and species written together: for example 2 13 1 is the class number for the spinning top, and 2 6 65 is the class number for the Breaded Hatchling Norn. Agents with exactly the same class number generally behave identically due to sharing scripts.

In all Creatures games, family and genus range from 1 to 255. In C1, species has a maximum of 255, and in C2 and CEE-based games, species has a maximum of 65535. Numbers over the maximum wrap around (so species 268 in C1 is equivalent to 12). 0 in any part of the classifier acts as a wildcard (see ENUM, for instance).

Lists of known C1 class numbers and C3/DS class numbers are maintained in addition to the overview below.

Creatures 1 genus numbers

Creatures 2 genus numbers

Creatures 3/Docking Station genus numbers

Other classes can be used, but by default they have no help name, and creatures cannot see them; you can change this, but it involves editing game files, and is therefore quite tricky to do multiple times without knowledge of how the game works - so is not good for players.

Item ID numbers

Creature genes (e.g. instincts) use a different set of numbers than the list above to identify objects.

  1. Self
  2. Hand
  3. Door
  4. Seed
  5. Plant
  6. Weed
  7. Leaf
  8. Flower
  9. Fruit
  10. Manky
  11. Detritus
  12. Food
  13. Button
  14. Bug
  15. Pest
  16. Critter
  17. Beast
  18. Nest
  19. Animal egg
  20. Weather
  21. Bad
  22. Toy
  23. Incubator
  24. Dispenser
  25. Tool
  26. Potion
  27. Elevator
  28. Teleporter
  29. Machinery
  30. Creature egg
  31. Norn home
  32. Grendel home
  33. Ettin home
  34. Gadget
  35. Portal
  36. Vehicle
  37. Norn
  38. Grendel
  39. Ettin
  40. Something (Geat)

External links