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Author Topic: Adventure Mode Modding  (Read 1989 times)

Metal Chao

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Adventure Mode Modding
« on: March 28, 2008, 09:17:00 am »

I have no idea what's wrong, I used to be able to do this :V

How do you edit creatures so that they are adventure mode playable in this build?
I've tried it several times, even copying and pasting the entire human entity to do it and it still doesn't work >_>

So yeah.
What are all the code pieces that I need?
I assume it's different from the previous builds because I used to be able to do this...

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Wiles

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Re: Adventure Mode Modding
« Reply #1 on: March 28, 2008, 09:22:00 am »

[indiv_controllable] will give you the play now option, [ADVENTURE_TIER:1]  gives you the option to play them if they have a civilization on the map(as far as I know the # just dictates the order on the list)

Did you generate a new world?

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Metal Chao

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Re: Adventure Mode Modding
« Reply #2 on: March 28, 2008, 09:34:00 am »

Yes.
Maybe there just weren't any civilizations of them, although I don't know why that would be, what with the creatures in question being of megabeast strength (mainly because they are a megabeast and I just want them to be playable for testing purposes >_> ).

So, what happens if I don't put in the tier tag?

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Wiles

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Re: Adventure Mode Modding
« Reply #3 on: March 28, 2008, 09:39:00 am »

quote:
Originally posted by Metal Chao:
<STRONG>Yes.
Maybe there just weren't any civilizations of them, although I don't know why that would be, what with the creatures in question being of megabeast strength (mainly because they are a megabeast and I just want them to be playable for testing purposes >_> ).

So, what happens if I don't put in the tier tag?</STRONG>


you don't need the tier tag if you don't care if you spawn without equipment or skills, [INDIV_CONTROLLABLE] enables the play now option even if a civ was not generated during world gen.

Is there anything in your errorlog?

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Metal Chao

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Re: Adventure Mode Modding
« Reply #4 on: March 28, 2008, 10:01:00 am »

It's probably some stupid obvious thing I haven't noticed >_>
My errorlog is empty, and they still don't appear.
Here is the code:

code:
 [CREATURE:BULBORB_RED]
   [NAME:red bulborb:red bulborbs:red bulborb]
   [TILE:'B'][COLOR:255:0:0]
   [SPEED:2000]
   [MODVALUE:50]
   [AMPHIBIOUS]
   [EVIL]
   [INTELLIGENT]
   [CAN_CIV][CAN_LEARN]
   [FIREIMMUNE_SUPER]
   [FANCIFUL]
   [MEGABEAST]
   [GENPOWER:5]
   [FREQUENCY:10]
   [PETVALUE:10000]
   [GRASSTRAMPLE:50]
   [BONECARN]
   [BUILDINGDESTROYER:2]
   [NOFEAR]
   [LIKES_FIGHTING]
   [PREFSTRING:spots]
   [PREFSTRING bscure beauty]
   [PREFSTRING:laziness]
   [BODY:BULBORB:2EYESTALKS:NOSE:2TUSKS:2LUNGS:HEART:GUTS:ORGANS:SPINE:BRAIN:MOUTH:1HUMP]
   [BODYGLOSS:MAW:mouth:maw]
   [SIZE:30]
   [ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:GORE][ATTACKFLAG_CANLATCH]
   [ATTACK:MAIN:BYTOKEN:2TUSKS:gore:gores:1:7:GORE]
   [ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:GORE][ATTACKFLAG_CANLATCH]
   [ATTACK:MAIN:BYTOKEN:2TUSKS:gore:gores:1:7:GORE]
   [ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:GORE][ATTACKFLAG_CANLATCH]
   [ATTACK:MAIN:BYTOKEN:2TUSKS:gore:gores:1:7:GORE]
   [ATTACK:MAIN:BYTYPE:LOWERBODY:crush:crushes:1:10:BLUDGEON]
   [FAT:10]
   [PARALYZEIMMUNE]
   [DAMBLOCK:4]
   [RECKLESS]
   [SAVAGE]
   [STOUT]
   [NOCTURNAL]
   [BIOME:ANY_LAND]
   [STANDARD_FLESH]
   [CHILD:1][CHILDNAME:dwarf red bulborb:dwarf red bulborbs]
   [SWIMS_INNATE][SWIM_SPEED:2500]
   [HOMEOTHERM:10040]  

code:
 
[ENTITY:BULBORB]
   [CREATURE:BULBORB_RED]
   [TRANSLATION:GOBLIN]
   [INDIV_CONTROLLABLE]
   [SELECT_SYMBOL:ALL:EVIL]
   [CULL_SYMBOL:ALL:DOMESTIC]
   [CULL_SYMBOL:ALL:FLOWERY]
   [CULL_SYMBOL:ALL:HOLY]
   [CULL_SYMBOL:ALL:PEACE]
   [CULL_SYMBOL:ALL:NEGATOR]
   [CULL_SYMBOL:ALL:GOOD]
   [ABUSE_BODIES]
   [SPHERE_ALIGNMENT:WAR:512]
   [ART_FACET_MODIFIER:GOOD:0]
   [ART_FACET_MODIFIER:EVIL:512]
   [FRIENDLY_COLOR:5:0:1]
   [CAN_HAVE_MILITARY_SITE_LEADER]
   [DEFAULT_SITE_TYPE:TREE_CITY]
   [LIKES_SITE:TREE_CITY]
   [TOLERATES_SITE:CITY]
   [TOLERATES_SITE:TREE_CITY]
   [TOLERATES_SITE:CAVE_DETAILED]
   [LEADER_TYPE:DRUID]
   [SITE_LEADER_TYPE:DRUID]
   [START_BIOME:ANY_GRASSLAND]
   [START_BIOME:ANY_SAVANNA]
   [START_BIOME:ANY_SHRUBLAND]
   [START_BIOME:ANY_FOREST]
   [BIOME_SUPPORT:ANY_WETLAND:1]
   [BIOME_SUPPORT:ANY_DESERT:1]
   [BIOME_SUPPORT:ANY_FOREST:3]
   [BIOME_SUPPORT:ANY_OCEAN:8]
   [BIOME_SUPPORT:ANY_LAKE:8]
   [BIOME_SUPPORT:ANY_GRASSLAND:4]
   [BIOME_SUPPORT:ANY_SAVANNA:4]
   [BIOME_SUPPORT:ANY_SHRUBLAND:3]
   [BIOME_SUPPORT:ANY_RIVER:3]
   [ACTIVE_SEASON:SPRING]
   [ACTIVE_SEASON:SUMMER]
   [ACTIVE_SEASON:AUTUMN]
   [ACTIVE_SEASON:WINTER]
   [ENTITY_GROUPING:EVIL]
   [MAX_STARTING_CIV_NUMBER:5]
   [START_GROUP_NUMBER:10]
   [MAX_POP_NUMBER:500]
   [MAX_SITE_POP_NUMBER:200]
   [RELIGION:ANY_APPROPRIATE_POWER]

Thanks for all your help so far.

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Kagus

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Re: Adventure Mode Modding
« Reply #5 on: March 28, 2008, 10:11:00 am »

code:

...
...
[EVIL]
...
...
...
[SAVAGE]
...


These tags conflict.  One or the other will work, but not both.

So...   Are we going to be seeing a Pikmin mod coming up sometime?  Or is this a personal project?  And I don't remember bulborbs having tusks...  Teeth, sure, but no tusks.

Heh.  Just realized that you could convert quite a few of the Pikmin creatures into DF.  Blue pikmin [AMPHIBIOUS], red pikmin [FIREIMMUNE] (and other assorted tags), breadbug [CURIOUSBEAST_GUZZLER]...

Giant breadbug [CURIOUSBEAST_GUZZLER], [DAMBLOCK:1000]...

Metal Chao

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Re: Adventure Mode Modding
« Reply #6 on: March 28, 2008, 11:01:00 am »

I made this for a competition, but I thought I might make some more pikmin things after that, having recently replayed the game.

I might have to tone this down a bit first though :P


Any other reason you can find that this shouldn't work in adventure mode?
Just removing one or the other of those tags doesn't help.
Or maybe I just need to generate a full-sized world instead of medium.

[ March 28, 2008: Message edited by: Metal Chao ]

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penguinofhonor

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Re: Adventure Mode Modding
« Reply #7 on: March 29, 2008, 06:16:00 pm »

Make the pikmin species civs, and make them all [ANY_APPROPRIATE_POWER]. What would they worship? Captains. This is, of course, awesome.
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Psyco Jelly

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Re: Adventure Mode Modding
« Reply #8 on: March 29, 2008, 08:14:00 pm »

You should make King Bulborbs megabeasts, and bomb-rocks weapons that yellow pikmin use.
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Metal Chao

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Re: Adventure Mode Modding
« Reply #9 on: March 30, 2008, 09:13:00 am »

Well I fixed my problem.
I was just an idiot and forgot to actually tell the program to load the file with my creature definition in >_>

And I'm not (well, I'm not currently planning to) going to make any pikmin characters as fortress mode civilizations, because that really doesn't make any sense.

I'm not even sure how to make purples and yellows do anything special.
I guess yellows will just have to be fast, and purples will have to be slow and larger than the others and do more damage.

You know, as there's no "shock" damage, and therefore no point to having a [SHOCKIMMUNE] tag.
Maybe I could make purples have a very short lasting stunning poision...

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Kagus

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Re: Adventure Mode Modding
« Reply #10 on: March 30, 2008, 10:25:00 am »

Possibly, but I think brute force would be the better way to go.  Poison  should be kept for the white pikmin.

Untelligent

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Re: Adventure Mode Modding
« Reply #11 on: March 30, 2008, 12:53:00 pm »

quote:
Originally posted by Kagus:
[QB]
code:

...
...
[EVIL]
...
...
...
[SAVAGE]
...


These tags conflict.  One or the other will work, but not both.

So...   Are we going to be seeing a Pikmin mod coming up sometime?  Or is this a personal project?  And I don't remember bulborbs having tusks...  Teeth, sure, but no tusks.


The Giant Haunted Pants in my Random Crap mod have both of those tags, and they seem to work fine...

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Metal Chao

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Re: Adventure Mode Modding
« Reply #12 on: March 30, 2008, 01:39:00 pm »

Also, no more pikmin discussion here.
My problem is solved, this topic no longer has a purpose.

I'll make a topic for the pik-men when I have more than one (overpowered) bulborb (who I will downgrade into a weaker enemy 0 :).
This may be soon or it may be a long time, depending on how well the computer at my grandparents house handles DF.

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