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Author Topic: New Trap Compenent?  (Read 534 times)

ninja137

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New Trap Compenent?
« on: July 28, 2011, 10:51:45 pm »

Hi, I am completely new to modding, and I had a question. I wanted to know if its possible to make a trap component like the Spiked Ball, except make it bludgeoning, able to be made out of stone, and decently good. Basically, a Stonefall Trap that actually does something. Is that possible?
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IT 000

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Re: New Trap Compenent?
« Reply #1 on: July 29, 2011, 12:01:34 am »

They're in the item_trapcomp file.

In order to make it out of stone though you need a custom reaction.
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ninja137

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Re: New Trap Compenent?
« Reply #2 on: July 29, 2011, 03:32:01 am »

Any idea how I can actually go about making it though? As I said, I am completely new and have no idea what I am doing.
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Blakmane

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Re: New Trap Compenent?
« Reply #3 on: July 29, 2011, 03:47:27 am »

You'll find these extremely helpful :-)

http://www.bay12forums.com/smf/index.php?topic=55259.0

http://df.magmawiki.com/

Modding DF is not simple enough to explain in a sentence or two. Your best bet is to leap into the raws and start fiddling. Once you've given it a try and things still aren't working, come back to this forum with more specific questions.

To start you off: You'll need to create an entry in item_trapcomp and make a custom reaction. You can also make the item available to the civ by default by editing the entity raws, but in this case they won't be made out of stone.
« Last Edit: July 29, 2011, 03:50:48 am by Blakmane »
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Shaostoul

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Re: New Trap Compenent?
« Reply #4 on: July 29, 2011, 03:35:38 pm »

Well let's see if I can remember everything off the top of my head without having looked at the new raws and such...

First you need to take the spiked ball and more or less copy and paste the thing and then rename the copy to something like... heavy ball.
Then you need to change its attacking type from piercing to bludgeoning.
Then you should have a complete item more or less.

Then you need to choose where you want to add your new reaction, like which building. I normally make a cheat building (as in my wiki or the thread.)

(I'm going to skip adding a new building, so we'll assume you put it into the smelter or some shiz.)

So you open up the build and copy and past an entry and work out that entry to be proper. This is a reaction, so when you load it up in the game, you'll be able to make it.

Then you need to add the reaction AND the item to the entity file.

I think that should wrap it up.

In the product line you can either cheat to make it out of thin air or actually use a reagent. If you use a reagent, you can add (Get material from reagent) don't recall proper wording... to the product line.

I can actually look through the RAWs again and make it for you, but if you plan on doing more modding, I'd rather that you learn.
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Looking into modding DF? This forum guide & wiki guide may still be a good start!

GreatWyrmGold

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Re: New Trap Compenent?
« Reply #5 on: July 29, 2011, 07:22:57 pm »

I suggest the craftsdwarf's workshop for the reaction.
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