Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 160 161 [162] 163 164 ... 544

Author Topic: [MODDING] 0.34. QUESTIONS THREAD  (Read 1065658 times)

i2amroy

  • Bay Watcher
  • Cats, ruling the world one dwarf at a time
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2415 on: August 15, 2012, 04:16:40 pm »

I believe if you gave the creature a unique creature class and then gave the corpse target of the interaction [IT_AFFECTED_CLASS:unique class] then it would work to force it to only target it's own body parts.
Logged
Quote from: PTTG
It would be brutally difficult and probably won't work. In other words, it's absolutely dwarven!
Cataclysm: Dark Days Ahead - A fun zombie survival rougelike that I'm dev-ing for.

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2416 on: August 15, 2012, 04:31:24 pm »

I think classes dont work on corpses, but what you said suddenly remembered me that I already do the very thing I asked about, with the creature spawning.

I just use it_affected_creature, affecting only "cloning megabeast". Should work.
[IT_AFFECTED_CREATURE:CREATURE_ID] & [IT_REQUIRES:FIT_FOR_ANIMATION]
Logged
::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

i2amroy

  • Bay Watcher
  • Cats, ruling the world one dwarf at a time
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2417 on: August 15, 2012, 04:35:23 pm »

While I'm not 100% certain that creature classes do work on corpses the default interaction examples for both necromancer revival and region animation have [IT_AFFECTED_CLASS:GENERAL_POISON] in there on the corpse target, so I would have to assume that they do.
Logged
Quote from: PTTG
It would be brutally difficult and probably won't work. In other words, it's absolutely dwarven!
Cataclysm: Dark Days Ahead - A fun zombie survival rougelike that I'm dev-ing for.

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2418 on: August 15, 2012, 04:51:26 pm »

Ah, thanks. Never noticed that. :) Will have to do more testing then, but all looks good. Now I just have to unleash it on some players :)
Logged
::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

RiderofDark

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2419 on: August 15, 2012, 08:45:16 pm »

What are the ramifications to adding the [IS_STONE] tag to gems beyond the ability to import 'em?
Logged

Hugo_The_Dwarf

  • Bay Watcher
  • Modding Mentor
    • View Profile
    • Regeneration: Forced Evolution
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2420 on: August 15, 2012, 09:41:09 pm »

[IS_STONE] lets it get traded, and allows it to drop a boulder when dug out.

but [IS_GEM:textSing:textPlu:OVERWRITE_SOLID] makes it drop "rough gem" when in solid form instead of a boulder
Logged

Mura

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2421 on: August 18, 2012, 02:02:19 pm »

Code: [Select]
[REACTION:MAKE_BOW]
[NAME:make bow]
[BUILDING:KOBOLD_SHED:CUSTOM_B]
[REAGENT:A:1:NONE:NONE:NONE:NONE][BUILDMAT]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_BOW:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT_DIMENSION:300]
[SKILL:BOWYER]

That reaction produced roughly 150 copper bows from a single copper bar. What did I do wrong?

EDIT: Derp, nevermind. One bar is quantity 150, not 1.
« Last Edit: August 18, 2012, 02:14:38 pm by Mura »
Logged
I have no idea where anything is. I have no idea what anything does. This is not merely a madhouse designed by a madman, but a madhouse designed by many madmen, each with an intense hatred for the previous madman's unique flavour of madness.

Kaleb702 Games

  • Bay Watcher
  • nearlyNonexistent
    • View Profile
    • My YYG Account
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2422 on: August 18, 2012, 06:15:58 pm »

For things like threat.txt, is the tag for "insert last name here" [AUDIENCE:LAST_NAME]? I can't find a list of things for that.
Logged
Quote from: Rose Lalonde, Seer of Light
One simple word can so easily begin a story in a very thick book.

i2amroy

  • Bay Watcher
  • Cats, ruling the world one dwarf at a time
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2423 on: August 18, 2012, 06:18:54 pm »

For things like threat.txt, is the tag for "insert last name here" [AUDIENCE:LAST_NAME]? I can't find a list of things for that.
I believe so, yes.
Logged
Quote from: PTTG
It would be brutally difficult and probably won't work. In other words, it's absolutely dwarven!
Cataclysm: Dark Days Ahead - A fun zombie survival rougelike that I'm dev-ing for.

Urist Da Vinci

  • Bay Watcher
  • [NATURAL_SKILL: ENGINEER:4]
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2424 on: August 19, 2012, 01:32:36 am »

I've been trying to use the weather interactions to cause "Magma rain", but the magma or molten material that pools on the ground and coats creatures/items isn't causing anything to get heat damage or burst into flames. I even applied a fixed 14000 temp material, but it acted as if it was at ambient temperature.

i2amroy

  • Bay Watcher
  • Cats, ruling the world one dwarf at a time
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2425 on: August 19, 2012, 02:26:07 am »

Could you post the raws for the material that you are using?
Logged
Quote from: PTTG
It would be brutally difficult and probably won't work. In other words, it's absolutely dwarven!
Cataclysm: Dark Days Ahead - A fun zombie survival rougelike that I'm dev-ing for.

Urist Da Vinci

  • Bay Watcher
  • [NATURAL_SKILL: ENGINEER:4]
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2426 on: August 19, 2012, 08:30:35 am »

Could you post the raws for the material that you are using?

Code: [Select]
[INTERACTION:BURNING_RAIN]
   [I_SOURCE:REGION]
      [IS_REGION:ANY]
      [IS_FREQUENCY:100]
   [I_TARGET:B:MATERIAL]
      [IT_MATERIAL:MATERIAL:INORGANIC:FIRE_RAIN:WEATHER_FALLING_MATERIAL]
   [I_EFFECT:MATERIAL_EMISSION]
      [IE_TARGET:B]
      [IE_INTERMITTENT:WEEKLY]

[INORGANIC:FIRE_RAIN]
[USE_MATERIAL_TEMPLATE:FLAME_TEMPLATE]

Facekillz058

  • Bay Watcher
  • Personal Text!
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2427 on: August 19, 2012, 08:39:16 am »

So I made this hammer...

Spoiler (click to show/hide)

But the blunt attack simply bounces off armor. This was with a steel hammer tested against steel armor.
What would fix this?

EDIT: And the impale seems to too, and i intended that to work like a peircing attack. works just fine.

EDIT: Fixed it, but does a higher contact area, or lower contact area, work best for blunt attacks?
« Last Edit: August 19, 2012, 09:05:30 am by Facekillz058 »
Logged
(づ◕◕)づ・。*。✧・゜゜・。✧。*・゜゜・✧。・­¬¬¬¬¬¬¬゜゜・。*。・゜*✧・。*。✧

TomiTapio

  • Bay Watcher
  • OldGenesis since 2012
    • View Profile
    • My Flickr animal photos
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2428 on: August 19, 2012, 09:16:11 am »

So I made this hammer...
EDIT: Fixed it, but does a higher contact area, or lower contact area, work best for blunt attacks?
A tiny contact area combined with BLUNT is what makes vanilla whips lightsabers, ignoring all metal armor. Please mod whips out of your games (or make their blunt be similar to spear-shaft bash.)
Logged
==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

Facekillz058

  • Bay Watcher
  • Personal Text!
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2429 on: August 19, 2012, 09:27:45 am »

kk, thanks.
Logged
(づ◕◕)づ・。*。✧・゜゜・。✧。*・゜゜・✧。・­¬¬¬¬¬¬¬゜゜・。*。・゜*✧・。*。✧
Pages: 1 ... 160 161 [162] 163 164 ... 544