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Author Topic: More In-Depth Modding  (Read 443 times)

RDroideka

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More In-Depth Modding
« on: October 31, 2011, 12:20:09 am »

Modding got alot more in-depth with version 0.31.00, with the ability to create custom workshops and the ability to assign workshops to custom reactions. Why not take that a step further and give modders the ability to add new skills/jobs/whatever they're called to the game? Also, what about an editable variable for reaction duration?

What about custom damage types?

I will describe how I think this could be done upon request.
« Last Edit: November 01, 2011, 01:40:40 am by RDroideka »
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astaldaran

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Re: More In-Depth Modding
« Reply #1 on: October 31, 2011, 08:19:11 am »

how would modding new skills work? What are some of the parameters... I'm not sure how a lot of skills would be moddable...i guess you could make a new skill that is used at a particular workshop but a lot of skills seem like they have to be hardcoded..the combat skills are of note (dodging, fighting, etc). Cool idea..I'm just not sure how you would do it.
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Knight Otu

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Re: More In-Depth Modding
« Reply #2 on: October 31, 2011, 10:55:03 am »

Here's a recent suggestion regarding the addition of skill/labor raws. Custom combat skills almost happened in 0.31.01, by the way, but Toady decided it would be premature.
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RDroideka

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Re: More In-Depth Modding
« Reply #3 on: November 01, 2011, 12:52:46 am »

What about the time variable? Like, '1' could be 1 DF hour, '99999' could be 11 DF years.

possible tags: [RTIME_BASE:24]
                  [RTIME_SKILLVAR:1]

'RTIME_BASE' is the time it would take for a novice to complete the reaction. In my example, it would take 24 DF hours for a novice to preform the reaction.
'RTIME_SKILLVAR' is the amount of time each skill level would subtract from the reaction. In my example, each level of skill in that particular area would remove 1 DF hour from the reaction duration.

As for how adding custom skills would work, astaldaran, it could be done something like this:
[SKILL:<ADD SKILL REFERENCE HERE>]//The call tag for the skill.
          [NAME:<ADD SKILL NAME HERE>]//The name of the skill, ex. 'Fire magic', 'Enchanter', et cetra, et cetra.
          [ADVMODE_ENABLED:<TRUE><FALSE>//true means it IS an Adv mode skill, false means it is NOT an Adv mode skill. Also, would only input one or the other
« Last Edit: November 01, 2011, 01:41:37 am by RDroideka »
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