Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 172 173 [174] 175 176 ... 544

Author Topic: [MODDING] 0.34. QUESTIONS THREAD  (Read 1042502 times)

IamanElfCollaborator

  • Bay Watcher
  • Resident Shipper God and Freyjapiller
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2595 on: September 07, 2012, 03:15:41 pm »

You'll need to make some sort of generic bone metal.

i2amroy

  • Bay Watcher
  • Cats, ruling the world one dwarf at a time
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2596 on: September 07, 2012, 03:29:35 pm »

You'll need to make some sort of generic bone metal.
Yeah. 99% of bone from creatures is equivalent in properties, but since each one is technically defined on a creature by creature basis they don't have to be. This then leads to their removal from the lists.
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.

Furtuka

  • Bay Watcher
  • High Priest of Mecha
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2597 on: September 07, 2012, 03:33:22 pm »

How do the different type of descriptor files work?
Logged
It's FEF, not FEOF

IamanElfCollaborator

  • Bay Watcher
  • Resident Shipper God and Freyjapiller
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2598 on: September 07, 2012, 03:35:54 pm »

color_descriptor works by defining a color for description.
descriptor_pattern works by describing stuff like stripes, for animals like leopards or zebras.
descriptor_iris describes...eye color, as does descriptor_pupil.
descriptor_shape defines shapes.

Furtuka

  • Bay Watcher
  • High Priest of Mecha
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2599 on: September 07, 2012, 03:39:24 pm »

can shape descriptors still be used in creature appearances?
Logged
It's FEF, not FEOF

IamanElfCollaborator

  • Bay Watcher
  • Resident Shipper God and Freyjapiller
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2600 on: September 07, 2012, 03:40:21 pm »

I'd assume so, though I dunno.

Furtuka

  • Bay Watcher
  • High Priest of Mecha
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2601 on: September 07, 2012, 03:43:24 pm »

If I want a descriptor in a creature to say, it's X is the Y. I would need the "the" to be part of the descriptor's name right?
Logged
It's FEF, not FEOF

IamanElfCollaborator

  • Bay Watcher
  • Resident Shipper God and Freyjapiller
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2602 on: September 07, 2012, 03:44:59 pm »

No, I think that bit's supplied by the creature description. I don't personally mod descriptors myself,but I'm sure a more experienced modder could help you.

GuardianTempest

  • Bay Watcher
  • Forum Daydreamer
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2603 on: September 07, 2012, 08:25:46 pm »

Trying to make my wooden dummies as flimsy as possible, the lower the SOLID_DENSITY of the wood used mean the easier it is to break?
Logged

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2604 on: September 08, 2012, 12:23:58 am »

IMPACT_STRAIN_AT_YIELD and TENSILE_STRAIN_AT_YIELD are most important for breaking purposes.

i2amroy

  • Bay Watcher
  • Cats, ruling the world one dwarf at a time
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2605 on: September 08, 2012, 12:46:34 am »

IMPACT_STRAIN_AT_YIELD and TENSILE_STRAIN_AT_YIELD are most important for breaking purposes.
This right here. All that lowering the SOLID_DENSITY will do is make your wooden dummies lighter.
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.

Joben

  • Bay Watcher
  • Elder Thing
    • View Profile
    • Lazy Lizard Gear
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2606 on: September 08, 2012, 02:14:29 am »

Does anyone know what units the weapon tags [SHOOT_FORCE] and [SHOOT_MAXVEL] are in?

If they're some weird abstract thing does anyone have any idea how we might go about correlating their effects to something handy like meters per second or a standard kinetic energy measurement?  :D
Logged
Broken Arrow - A small stats tweak to fix unrealistically overpowered arrows and bolts.

My RTD games: Roll To Raptor (On hold), Dino Arena

Deon

  • Bay Watcher
  • 💀 💀 💀 💀 💀
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2607 on: September 08, 2012, 06:29:10 am »

So, the werebeast transformation is triggered by the moon phase:
Code: [Select]
[CE_BODY_TRANSFORMATION:START:0]
[CE:CREATURE:WEREBEAST:DEFAULT]
[CE:PERIODIC:MOON_PHASE:27:0]
[CE_ADD_TAG:NO_AGING:START:0]
However I don't see what makes it to turn back. Can anyone tell me? This code only has START:0, without END.

Another question, did someone test different triggers? Will:
Code: [Select]
[CE_BODY_TRANSFORMATION:START:0]
[CE:CREATURE:WEREBEAST:DEFAULT]
[CE:COUNTER_TRIGGER:ALCOHOLIC:100800:201600:REQUIRED]
[CE_ADD_TAG:NO_AGING:START:0]
make my dwarves to turn into werebeasts if they haven't got an alcohol in 3-6 months?
Logged
▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

peregarrett

  • Bay Watcher
  • Гномовержец Enjoyed throwing someone recently
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2608 on: September 08, 2012, 07:24:36 am »

It starts at moon phase 27 and ends when phase changes - maybe 27:0 describes the final stage, dunno.
END at CE_BODY_TRANSFORMATION affects period when syndrome fades out, so it will never transform again
Logged
Did you know that the Russian word for "sock" is "no sock"?
I just saw a guy with two broken legs push a minecart with a corpse in it. Yeah.

Deon

  • Bay Watcher
  • 💀 💀 💀 💀 💀
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2609 on: September 08, 2012, 01:03:29 pm »

Hm, now when I think about it, it may be from 27 to 0, the way the other periodic triggers work. Thank you.
But I thought that after the syndrome ends, it should stay in its form.
Logged
▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository
Pages: 1 ... 172 173 [174] 175 176 ... 544