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Author Topic: [MODDING] 0.34. QUESTIONS THREAD  (Read 1055352 times)

Meph

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1545 on: May 16, 2012, 11:16:31 pm »

Sorry to ask, but what are you writing this for ? It does not quite sound like Regeneration to me, and you said you lost most of your work on that... so for what mod is this ? It sounds beautifully complex.
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Hugo_The_Dwarf

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1546 on: May 16, 2012, 11:25:46 pm »

I'll PM you it, It is a really big project. And I mentioned what it was about in a few other places, but still trying to keep it top secret :P
Remember all those questions about spawners :P

Also Regeneration, might have it's self regenerated one day, right now just looking at it gets me frustrated.
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i2amroy

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1547 on: May 17, 2012, 12:02:22 am »

I'll PM you it, It is a really big project. And I mentioned what it was about in a few other places, but still trying to keep it top secret :P
Remember all those questions about spawners :P
Sounds sort of geneforge-esque to me, what with shapers and fully controllable creations. :P
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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.

Hugo_The_Dwarf

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1548 on: May 17, 2012, 12:09:17 am »

I'll PM you it, It is a really big project. And I mentioned what it was about in a few other places, but still trying to keep it top secret :P
Remember all those questions about spawners :P
Sounds sort of geneforge-esque to me, what with shapers and fully controllable creations. :P
Shhhhh.... :P its a secret lol, Yea it's kinda a pain in the ass. I'm merging like 3 spawning ideas into one Mod just to get GF into DF
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Naryar

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1549 on: May 17, 2012, 10:09:22 am »

Having a few issues with creating an actual frost breath for 0.34 for my frost wraith demons. By "actual frost breath" I mean "actually cold material which damages tissues via cold damage and not some sad symptome placeholder"

Here are the relevant raws.
Code: [Select]
[HOMEOTHERM:9500]
   [CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:Breath frost]
[CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_CATEGORY:HEAD]
[CDI:MATERIAL:LOCAL_CREATURE_MAT:POISON:TRAILING_VAPOR_FLOW]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:15]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:50]
   [USE_MATERIAL_TEMPLATE:POISON:CREATURE_EXTRACT_TEMPLATE]
           [STATE_NAME:ALL_SOLID:ice]
             [STATE_ADJ:ALL_SOLID:ice]
             [STATE_NAME:LIQUID:freezing liquid]
             [STATE_ADJ:LIQUID:freezing liquid]
             [STATE_NAME:GAS:cold]
             [STATE_ADJ:GAS:cold]
             [PREFIX:NONE]
     [SYNDROME]
          [SYN_NAME:frostbite]
[SYN_CONTACT]
          [SYN_AFFECTED_CLASS:GENERAL_POISON]
        [SYN_IMMUNE_CREATURE:FROST_WRAITH:ALL]
[SYN_IMMUNE_CREATURE:BLIZZARD_MAN:ALL]
          [CE_DIZZINESS:SEV:100:PROB:100:RESISTABLE:SIZE_DILUTES:START:5:PEAK:100:END:200]
[CE_NUMBNESS:SEV:100:PROB:100:RESISTABLE:SIZE_DILUTES:START:5:PEAK:100:END:200]
   [SELECT_MATERIAL:LOCAL_CREATURE_MAT:POISON]
[COLDDAM_POINT:NONE]
[HEATDAM_POINT:NONE]
[IGNITE_POINT:NONE]
[IF_EXISTS_SET_MELTING_POINT:5000]
[IF_EXISTS_SET_BOILING_POINT:10000]
[MAT_FIXED_TEMP:9500]
   [SELECT_MATERIAL_ALL]
[COLDDAM_POINT:NONE]

All of it seems to work, the creature spits liquid which should be very cold, the liquid covers the target, but despite exposition to multiple breaths no cold damage has EVER been observed on frogmen and gazelle test creatures. Only damage is the syndrome - which is supposed to be the different effects of frost on living flesh, other than just plain damage.

Also, the breath's not freezing water as well. Water covering on the frost wraith is turning to ice however, but that's due to low homeotherm. And they sometimes die by being encased in ice when plunged into water.

Edit : HAHAHA now it just drowned despite being made of ice and having no lungs. Seems I forgot NOBREATHE  :P
« Last Edit: May 17, 2012, 10:14:40 am by Naryar »
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Hugo_The_Dwarf

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1550 on: May 17, 2012, 10:21:41 am »

Errorlog that I got from your code:
REBEL:Unrecognized Creature Token: COLDDAM_POINT
REBEL:Unrecognized Creature Token: HEATDAM_POINT
REBEL:Unrecognized Creature Token: IGNITE_POINT
REBEL:Unrecognized Creature Token: IF_EXISTS_SET_MELTING_POINT
REBEL:Unrecognized Creature Token: IF_EXISTS_SET_BOILING_POINT
REBEL:Unrecognized Creature Token: MAT_FIXED_TEMP
REBEL:Unrecognized Creature Token: SELECT_MATERIAL_ALL
REBEL:Unrecognized Creature Token: COLDDAM_POINT

Define your material stats in the  [USE_MATERIAL_TEMPLATE:POISON:CREATURE_EXTRACT_TEMPLATE]

Try:
Code: [Select]
[USE_MATERIAL_TEMPLATE:POISON:CREATURE_EXTRACT_TEMPLATE]
           [STATE_NAME:ALL_SOLID:ice]
             [STATE_ADJ:ALL_SOLID:ice]
             [STATE_NAME:LIQUID:freezing liquid]
             [STATE_ADJ:LIQUID:freezing liquid]
             [STATE_NAME:GAS:cold]
             [STATE_ADJ:GAS:cold]
[COLDDAM_POINT:NONE]
[HEATDAM_POINT:NONE]
[IGNITE_POINT:NONE]
[MAT_FIXED_TEMP:9500]
[MELTING_POINT:5000]
[BOILING_POINT:10000]
             [PREFIX:NONE]
     [SYNDROME]
          [SYN_NAME:frostbite]
[SYN_CONTACT]
          [SYN_AFFECTED_CLASS:GENERAL_POISON]
        [SYN_IMMUNE_CREATURE:FROST_WRAITH:ALL]
[SYN_IMMUNE_CREATURE:BLIZZARD_MAN:ALL]
          [CE_DIZZINESS:SEV:100:PROB:100:RESISTABLE:SIZE_DILUTES:START:5:PEAK:100:END:200]
[CE_NUMBNESS:SEV:100:PROB:100:RESISTABLE:SIZE_DILUTES:START:5:PEAK:100:END:200]

EDIT:
in the arena I got the same thing as you (no frostbite damage) but that could be due to the arena being supper hot.
« Last Edit: May 17, 2012, 10:26:03 am by Hugo_The_Dwarf »
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Naryar

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1551 on: May 17, 2012, 10:32:06 am »

OK, i did changed the material definitions as you said. I'll see if it works.

EDIT: Yeah, the frost breath quickly seems to become not so cold as it becomes gaseous "cold" rather than liquid "freezing liquid" and "cold" is actually over 10000°U.

Maybe I should make it EVEN colder !
« Last Edit: May 17, 2012, 10:38:57 am by Naryar »
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Hugo_The_Dwarf

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1552 on: May 17, 2012, 10:49:53 am »

OK, i did changed the material definitions as you said. I'll see if it works.

EDIT: Yeah, the frost breath quickly seems to become not so cold as it becomes gaseous "cold" rather than liquid "freezing liquid" and "cold" is actually over 10000°U.

Maybe I should make it EVEN colder !
Maybe higher densities and molar_mass?

does heavier/thicker materials gain heat slower?
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Naryar

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1553 on: May 17, 2012, 11:00:13 am »

Does molar mass even has an use right now ?

I may try and play with specific heat values.

Hugo_The_Dwarf

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1554 on: May 17, 2012, 12:13:34 pm »

Better drop this here too:
I want to force a certain amount of items that can be worn an a person at a time (no 300 socks on one foot, or a shirt and a tunic)

I did fairly exstensive use of the search function, I found one explaination on how they work by "Rephikul" here But I cannot follow how it was explained are farther confuses me (I even posted in there a long time ago)

Others I found where:
http://www.bay12forums.com/smf/index.php?topic=103334.msg3055975#msg3055975 - not very helpful
http://www.bay12forums.com/smf/index.php?topic=76582.msg1947859#msg1947859 - not very helpful either, Rephikul posted here as well

I want to make it so that soldiers can wear:
Helm + mask + hood (head)
Breastplate + mail + leather armor + clothing item (shirt or tunic)(upperbody)
Gloves and gauntlets (hands)
Belt + pants + leggings (leather or chain) + greaves (lowerbody)
Socks + boots/shoes (this one is easy use of SHAPED tag on boots/shoes, but to stop 5 pairs of socks is an issue)

I don't want any excess of these items on one creature (wears 60 belts at once)
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i2amroy

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1555 on: May 17, 2012, 04:13:33 pm »

The way that the wearing armor system currently works is that every piece of armor has two defining characteristics, LAYER_SIZE and LAYER_PERMIT. SIZE determines how large a piece of armor is for determining if you can wear it (as well as a bunch of other stuff like weight). PERMIT determines how much SIZE can be on below the part.

For example Lets say that you wear a shirt. The game then looks at the shirt and says that it is size 10 so and there are currently no limits on what you can wear so you can wear it. Now lets say you try to put on a mail shirt. The game then says "What are you currently wearing?" 1 Shirt. Shirts have size 10 so you are currently wearing on your upper body a total amount of 10. Mail shirts have a LAYER_PERMIT of 50, and 50>10 so you can wear it. Then you try to put on a breastplate. Now it adds up the SIZE of both the mail shirt and the shirt. 10+15=25. Once again 50 (LAYER_PERMIT of a breastplate) is > 25, so it lets you wear the breastplate. If ever the total of the LAYER_SIZE on a given body part is higher then the PERMIT of a part you are putting on top then it won't let you wear that piece of armor.
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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.

Hugo_The_Dwarf

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1556 on: May 17, 2012, 04:30:08 pm »

If Shirts, cloaks/capes, breastplates, mailshirts and leather armor. all had the same LAYER_PERMIT, but all together added up to it then I could wear them all at once?

LAYER_PERMITS all == 50
LAYER_SIZES:
Shirt = 5
Leather Armor = 10 (total 15)
Mail shirt = 10 (25)
Breastplate = 10 (35)
cloak/cape = 10 (45)

they could all be worn? and there is room for a second shirt?

but if I restrict Shirts to have the same size and permit I would onlt be allowed 1 on? but leaveing the other Permits at 50 will still let me wear the others?
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1557 on: May 17, 2012, 04:32:22 pm »

I think that the lowest permit is what determines if you can put on another piece of armor.

Hugo_The_Dwarf

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1558 on: May 17, 2012, 04:42:49 pm »

hmm... trying to get my clothing setup might be harder then I thought. I want to avoid the possiblity of "over bundling/spamming" one thing (100 shirt armor, so much cloth cotten candy has trouble getting through) Kindof a item slot setup.
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NotErich

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1559 on: May 17, 2012, 06:41:27 pm »

For entities, does [LAYER_LINKED] conflict with regular placement tokens, like the biome and site commands? My intent is to just make the civ itself be hidden like the regular crude civilzations, but still maintain many regular civ aspects.

Also, is it possible to control what kind of structures a civ builds?
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