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Author Topic: [MODDING] 0.34. QUESTIONS THREAD  (Read 1066579 times)

Hugo_The_Dwarf

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1665 on: May 21, 2012, 11:43:42 am »

[FLIER] tag can't be added through syndromes, that is why I suggested a caste of the creature that has the tag lol.

and dullahans would simply just have to have the brain as a kill switch, making only a head shot kill it. Blood can be never ending as I found when you use a external material for blood (seems only LOCAL materials can run out, which causes bleeding to death)

The curse might be duable, I've heard a few modders have already made "friendly" curses.

Hmm, so on the flier subject: If I were to make an angel race, and give it the descriptors for say only beautiful looks, make it an only female race, and make an interaction that when ingested turns a human,dwarf, elf, or my amazonians into these angels. would when they turn, would the angels discriptors show up or would the orginal creatures be prevalent? also, will i be able to limit the interaction to only target females?

Angel race: yes
Custom description: yes
body modifiers/color modifers: no? (some modders had crashes on viewing a transformed creature because color descriptors "eyes where blue, but new eyes are red" DF gets confused crashes)
Origonal descriptors : yes (I think)
Target only Females: yes (give female castes a CREATURE_CLASS:FEMALE and then the interaction/syndrome a target only creature_class:female)
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Revanchist

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1666 on: May 21, 2012, 11:45:10 am »

I believe I solved my problem. I don't think I had anything telling the game that this creature exists, or something along those lines. It only took a LARGE_ROAMING.
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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1667 on: May 21, 2012, 02:00:43 pm »

I got an idea but I have no idea how to make it work: is it possible to somehow make kobold ambushers show up with obsidian short swords and bone and skull helmets/gloves/greaves? Technically it seems they have all the proper jobs permitted, but invaders never seems to use these sorts of items.
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Sanure

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1668 on: May 21, 2012, 02:10:48 pm »

I got an idea but I have no idea how to make it work: is it possible to somehow make kobold ambushers show up with obsidian short swords and bone and skull helmets/gloves/greaves? Technically it seems they have all the proper jobs permitted, but invaders never seems to use these sorts of items.

I wish I could help you but i turned my kobolds into a peaceful race that likes to hang out in taverns with dwarves and elves, joking about how stupid goblins are...

EDIT:
Code: [Select]

        [METAL_PREF] <--remove
[STONE_PREF]
        [PERMITTED_JOB:MINER]
[PERMITTED_JOB:HUNTER]
[PERMITTED_JOB:TRAPPER]
[PERMITTED_JOB:ANIMAL_DISSECTOR]
[PERMITTED_JOB:STONECRAFTER]
[PERMITTED_JOB:BONE_CARVER]
[PERMITTED_JOB:FURNACE_OPERATOR] <--remove

try removing the stuff i marked remove from the kobold entity and see what happens
« Last Edit: May 21, 2012, 02:41:43 pm by Sanure »
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"...I really don't know why Cu chulainn made that last promise because he is physically incapable of keeping it in his pants, it is like his junk is some kind of unruly seamonster or moray eel telescoping out of its holster and harpooning ladies left and right"
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Kobold Troubadour

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1669 on: May 21, 2012, 06:50:51 pm »

Well, for a ghostly knight Dullahan creature...here's my own custom one:

You gotta' put this in the body default.txt or personal made one
Code: [Select]
[BODY:GHOSTARMOR]
[BP:UB:breastplate:breastplates][UPPERBODY][CATEGORY:GHOSTARMOR]
[DEFAULT_RELSIZE:1100]
[BP:LB:tasset:tassets][CON:UB][LOWERBODY][CATEGORY:GHOSTARMOR]
[DEFAULT_RELSIZE:950]
                [BP:HD:helmet:STP][CON:UB][HEAD][CATEGORY:GHOSTARMOR]
                                [DEFAULT_RELSIZE:125]
[BP:RUA:right rerebrace:STP][CON:UB][LIMB][RIGHT][CATEGORY:GHOSTARMOR]
[DEFAULT_RELSIZE:220]
[BP:LUA:left rerebrace:STP][CON:UB][LIMB][LEFT][CATEGORY:GHOSTARMOR]
[DEFAULT_RELSIZE:220]
                [BP:RH:right gauntlet:STP][CON:RUA][GRASP][RIGHT][CATEGORY:GHOSTARMOR]
                                [DEFAULT_RELSIZE:280]
                [BP:LH:left gauntlet:STP][CON:LUA][GRASP][LEFT][CATEGORY:GHOSTARMOR]
                                [DEFAULT_RELSIZE:280]
[BP:RUL:right leggings:STP][CON:LB][LIMB][RIGHT][CATEGORY:GHOSTARMOR]
[DEFAULT_RELSIZE:500]
[BP:LUL:left leggings:STP][CON:LB][LIMB][LEFT][CATEGORY:GHOSTARMOR]
[DEFAULT_RELSIZE:500]
                [BP:RF:right boot:STP][CON:RUL][STANCE][CATEGORY:GHOSTARMOR]
                                [DEFAULT_RELSIZE:520]
                [BP:LF:left boot:STP][CON:LUL][STANCE][CATEGORY:GHOSTARMOR]
                                [DEFAULT_RELSIZE:520]

And here's my creature code:
Code: [Select]
[CREATURE:DULLAHAN]
                [NAME:dullahan:dullahans:dullahan]
                [CASTE_NAME:dullahan:dullahans:dullahan]
                [DESCRIPTION:A suit of silver armor animated by the ghosts of fallen knights.]
                [CREATURE_TILE:14][COLOR:7:0:1]
                [LIKES_FIGHTING][LARGE_ROAMING]
                [NOPAIN][EXTRAVISION][NOBREATHE][NOSTUN][NONAUSEA]
                [NOTHOUGHT][NOEXERT][NOFEAR]
                [NO_DIZZINESS][NO_FEVERS][NOBONES]
                [BUILDINGDESTROYER:1][CRAZED]
[SEMIMEGABEAST][DIFFICULTY:5]
[ATTACK_TRIGGER:50:5000:50000]
[BIOME:ANY_LAND]
[SPHERE:DARKNESS]
[SPHERE:STRENGTH]
[SPHERE:WAR]
[POPULATION_NUMBER:4:5]
                [LARGE_PREDATOR]
                [NO_DRINK][NO_EAT][NO_SLEEP]
                [PERSONALITY:ANGER:70:85:100]
                [CANNOT_UNDEAD]
                [CANOPENDOORS]
[GRASSTRAMPLE:20]
                [PREFSTRING:useful parts]
                [PREFSTRING:eerie aura]
                [ALL_ACTIVE][EQUIPS]
[BODY:GHOSTARMOR:5FINGERS:HUMANOID_JOINTS][NO_THOUGHT_CENTER_FOR_MOVEMENT]
[USE_MATERIAL_TEMPLATE:ROTS:CREATURE_EXTRACT_TEMPLATE]
[STATE_NAME:ALL_SOLID:frozen rotten goo]
[STATE_NAME_ADJ:ALL_SOLID:frozen rotten goo]
[STATE_NAME:LIQUID:rotten goo]
[STATE_NAME_ADJ:LIQUID:rotten goo]
[STATE_NAME:GAS:rotten vapor]
[STATE_NAME_ADJ:GAS:rotten vapor]
[PREFIX:NONE]
[SYNDROME]
[SYN_NAME:sickening rot]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_INHALED]
[SYN_CONTACT]
[SYN_INGESTED]
[CE_COUGH_BLOOD:SEV:75:PROB:100:RESISTABLE:SIZE_DILUTES:START:3:PEAK:5:END:10]
[CE_NAUSEA:SEV:75:PROB:100:RESISTABLE:SIZE_DILUTES:START:1:PEAK:5:END:12]
[CE_DIZZINESS:SEV:50:PROB:100:RESISTABLE:SIZE_DILUTES:START:1:PEAK:6:END:10]
[TISSUE:SILVER]
[TISSUE_NAME:silver:silver]
[TISSUE_MATERIAL:INORGANIC:SILVER]
[MUSCULAR]
[FUNCTIONAL]
[STRUCTURAL]
[RELATIVE_THICKNESS:1]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE_LAYER:BY_CATEGORY:ALL:SILVER]
[USE_MATERIAL_TEMPLATE:ROTS:GOO_TEMPLATE]
[BLOOD:LOCAL_CREATURE_MAT:ROTS:LIQUID]
                [BODY_SIZE:0:0:155000]
                [BODY_APPEARANCE_MODIFIER:HEIGHT:95:98:100:102:105:107:110]
                [BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
                [PHYS_ATT_RANGE:STRENGTH::3000:3200:3500:4000:4200:4500:5000]
[MENT_ATT_RANGE:FOCUS:1000:1100:1150:1250:1350:1550:2250]
[MENT_ATT_RANGE:SPATIAL_SENSE:2000:2100:2150:2250:2350:2500:3000]
[MENT_ATT_RANGE:KINESTHETIC_SENSE:1000:1100:1150:1250:1350:1550:2200]
[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:punch:punches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:MAIN]
[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:kick:kicks]
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:SECOND]
[NATURAL_SKILL:WRESTLING:4]
[NATURAL_SKILL:GRASP_STRIKE:4]
[NATURAL_SKILL:STANCE_STRIKE:4]
[NATURAL_SKILL:MELEE_COMBAT:6]
[NATURAL_SKILL:DODGING:3]
[NATURAL_SKILL:AXE:4]
[NATURAL_SKILL:SWORD:6]
[NATURAL_SKILL:DAGGER:3]
[NATURAL_SKILL:PIKE:4]
[NATURAL_SKILL:MACE:6]
[NATURAL_SKILL:HAMMER:4]
[NATURAL_SKILL:WHIP:3]
[NATURAL_SKILL:SPEAR:4]
[NATURAL_SKILL:SITUATIONAL_AWARENESS:8]
[LAIR:SHRINE:100]
[LAIR_HUNTER]
[HABIT_NUM:TEST_ALL]
[HABIT:USE_ANY_MELEE_WEAPON:100]
[HABIT:COLLECT_WEALTH:100]
[SWIMS_INNATE][SWIM_SPEED:3000]
Gave 'em silver armor and is basically empty aside from some left over goo from.....past users. Also lack some "personal appeal" stuff, like lair hunting text and such...there's also other versions in Masterwork and several other mods I think so do check them out (they might be better made too).

Quote from: Hugo_The_Dwarf link=topic=100707.msg3303681#msg3303681
body modifiers/color modifers: no? (some modders had crashes on viewing a transformed creature because color descriptors "eyes where blue, but new eyes are red" DF gets confused crashes)
Oooh, so that's why. Sometimes some my familiars tend to do that.
« Last Edit: May 21, 2012, 06:58:45 pm by Kobold Troubadour »
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Niccolo

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1670 on: May 21, 2012, 07:11:59 pm »

I've been plotting something out. After searching around, I've come to believe that in DF2010 creating a reaction to re-attach a severed limb to a dwarf was not possible.

But DF2012 has a whole slew of fancy new toys for us to play with... But I get the feeling that attaching the severed bit is still a pipe-dream. So, I'm thinking a syndrome that causes the missing limb to re-grow.

Am I on the right track, do you guys think?
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What's wrong with using magma? That's almost always the easiest method.
I have issues channeling it properly to do that method. I end up flooding the fortress with magma.
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Sanure

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1671 on: May 21, 2012, 07:14:52 pm »

@Kobold Troubadour
How immortal is this creature? I may make an interaction to become one or may make it an evil curse, with your permission of course.

@Niccolo
Man, i could definatly use a reaction to re-attach my left arm right now. stupid alligator...
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Quote from: Discord
Suika, Drinker of Sake - Today at 9:11 PM
"...I really don't know why Cu chulainn made that last promise because he is physically incapable of keeping it in his pants, it is like his junk is some kind of unruly seamonster or moray eel telescoping out of its holster and harpooning ladies left and right"
Johnny Jokotaru sent Kars down under

Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1672 on: May 21, 2012, 07:24:42 pm »

Regrowing limbs is easy. Just have a 1-step long transformation.

Kobold Troubadour

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1673 on: May 21, 2012, 07:59:22 pm »

@Kobold Troubadour
How immortal is this creature? I may make an interaction to become one or may make it an evil curse, with your permission of course.
You can mess with it as you wish. You can make it tougher by making its tissue out of different materials or making it's thickness higher, as well as just plain increasing its natural skill set. Also forgot to put the PRONE_TO_RAGE tag to make it angrier (and stronger) often.

But as with inorganic creatures...healing from a damaged state needs more specific modding.
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[UTTERANCES] kinda' makes it hard for people to understand kobold songs...

Niccolo

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1674 on: May 21, 2012, 08:49:11 pm »

Regrowing limbs is easy. Just have a 1-step long transformation.

Yeah, but won't that heal all of the dwarf's other wounds, too?
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What's wrong with using magma? That's almost always the easiest method.
I have issues channeling it properly to do that method. I end up flooding the fortress with magma.
Check out my RtD!

Kobold Troubadour

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1675 on: May 21, 2012, 09:03:20 pm »

Regrowing limbs is easy. Just have a 1-step long transformation.
Yeah, but won't that heal all of the dwarf's other wounds, too?
Pretty much...some of us like to keep some noteworthy scars. Like that one time a demon carved out a nasty one in my adventurer's left eye with it's horns. Now I have a badass battle wound (because I survived too).
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[UTTERANCES] kinda' makes it hard for people to understand kobold songs...

Sanure

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1676 on: May 21, 2012, 11:44:59 pm »

Regrowing limbs is easy. Just have a 1-step long transformation.
Yeah, but won't that heal all of the dwarf's other wounds, too?
Pretty much...some of us like to keep some noteworthy scars. Like that one time a demon carved out a nasty one in my adventurer's left eye with it's horns. Now I have a badass battle wound (because I survived too).

Man, good time have come from scars. One of my past dead characters had a scar on her chest that looked like she had open heart surgery, because the description said it was a large straight scar. Best scar I have ever had.
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Quote from: Discord
Suika, Drinker of Sake - Today at 9:11 PM
"...I really don't know why Cu chulainn made that last promise because he is physically incapable of keeping it in his pants, it is like his junk is some kind of unruly seamonster or moray eel telescoping out of its holster and harpooning ladies left and right"
Johnny Jokotaru sent Kars down under

WillowLuman

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1677 on: May 21, 2012, 11:47:55 pm »

My favorite? Large jagged scar on the guts.
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Sanure

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1678 on: May 22, 2012, 10:08:39 am »

So, im making a creature that's going to be classified as wetland fauna (its a plant creature) But I just realized that I dont know anything about Custom bodies... So how do custom bodies work, and how would you set one up?
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Quote from: Discord
Suika, Drinker of Sake - Today at 9:11 PM
"...I really don't know why Cu chulainn made that last promise because he is physically incapable of keeping it in his pants, it is like his junk is some kind of unruly seamonster or moray eel telescoping out of its holster and harpooning ladies left and right"
Johnny Jokotaru sent Kars down under

WillowLuman

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1679 on: May 22, 2012, 11:40:42 am »

Hoo boy...

Well, first check the wiki pages:
http://dwarffortresswiki.org/index.php/DF2012:Body_detail_plan_token
http://dwarffortresswiki.org/index.php/DF2012:Body_token

This needs a fairly long-winded explanation, being probably the most difficult part of modding DF aside from testing.
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