Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 413 414 [415] 416 417 ... 544

Author Topic: [MODDING] 0.34. QUESTIONS THREAD  (Read 1042077 times)

Lord Allagon

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6210 on: October 14, 2013, 10:14:28 am »

This may sound a bit stupid, but how do I change the size of a creature? I want to make elves the same size as humans (or at least enough to wear human-sized armor).
Logged
Quote from: narhiril
Quote from: Putnam
Yes, they do not need booze, they can work entirely off of water.
Freaks.
Quote from: Kaplahworm
Quote from: Garath
I'm pretty sure he'd move diagonally if he could.
You would think that, but the guy thought encasing himself in fire was a good idea.
Quote from: Jake
I therefore wish rectal cancer on your senior management.

Zammer990

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6211 on: October 14, 2013, 10:45:32 am »

I'm trying to beef up my list of spells and am running across a little difficulty. I was hoping to have an interaction that is a material emission that either melts or freezes someone that gets splattered with it (i.e. super hot/super cold). I was hoping liquid_glob would work but it just acts like solid and doesn't convey any temperature information. I can get the desired effect with trailing_vapor_flow, but then the creature that emits it is caught in the blast and is quickly melted/frozen. Anyone have any ideas for what could be done?

Also, does anyone have a list of severity's and their effects? I am trying to balance the various bleeding/pain/blisters/paralysis/etc... syndromes and find it very difficult to get a good handle on what level of severity does what.
1. Make the creature from a material that has no heat dam or cold dam point, or a higher melting point/lower for blood. There's some code in the dragon raws to do this

2.100 is hardly much at all, bleeding with SEV:100 will do very little
1000 is a lot, near instant death from bleeding
no exact values although they may exist
Logged
If your animals aren't expendable, you could always station a dwarf or two out there?

scamtank

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6212 on: October 14, 2013, 11:32:50 am »

This may sound a bit stupid, but how do I change the size of a creature? I want to make elves the same size as humans (or at least enough to wear human-sized armor).

You change the appropriate BODY_SIZE number from 60000 to 80000.
Logged

Knight Otu

  • Bay Watcher
  • ☺4[
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6213 on: October 14, 2013, 12:15:15 pm »

This may sound a bit stupid, but how do I change the size of a creature? I want to make elves the same size as humans (or at least enough to wear human-sized armor).

You change the appropriate BODY_SIZE number from 60000 to 80000.
70000, but yes. The last number in the last BODY_SIZE token.
Logged
Direforged Original
Random Raw Scripts - Randomly generated Beasts , Vermin, Hags, Vampires, and Civilizations
Castle Otu

Urist Da Vinci

  • Bay Watcher
  • [NATURAL_SKILL: ENGINEER:4]
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6214 on: October 14, 2013, 01:58:17 pm »

I'm trying to beef up my list of spells and am running across a little difficulty. I was hoping to have an interaction that is a material emission that either melts or freezes someone that gets splattered with it (i.e. super hot/super cold). I was hoping liquid_glob would work but it just acts like solid and doesn't convey any temperature information. I can get the desired effect with trailing_vapor_flow, but then the creature that emits it is caught in the blast and is quickly melted/frozen. Anyone have any ideas for what could be done?

Also, does anyone have a list of severity's and their effects? I am trying to balance the various bleeding/pain/blisters/paralysis/etc... syndromes and find it very difficult to get a good handle on what level of severity does what.

A poison injection into the bloodstream attack that uses a supercooled/superheated poison material will freeze solid/incinerate the victim almost instantly.

WillowLuman

  • Bay Watcher
  • They/Them Life is weird
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6215 on: October 14, 2013, 05:39:19 pm »

What happens if one puts SPECIALATTACK_INJECT_EXTRACT on a ranged attack?
Logged
Dwarf Souls: Prepare to Mine
Keep Me Safe - A Girl and Her Computer (Illustrated Game)
Darkest Garden - Illustrated game. - What mysteries lie in the abandoned dark?

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6216 on: October 14, 2013, 05:51:43 pm »

Attacks can't be ranged.

WillowLuman

  • Bay Watcher
  • They/Them Life is weird
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6217 on: October 14, 2013, 05:52:21 pm »

*Facepalm* Those are interactions :(
Logged
Dwarf Souls: Prepare to Mine
Keep Me Safe - A Girl and Her Computer (Illustrated Game)
Darkest Garden - Illustrated game. - What mysteries lie in the abandoned dark?

IndigoFenix

  • Bay Watcher
  • All things die, but nothing dies forever.
    • View Profile
    • Boundworlds: A Browser-Based Multiverse Creation and Exploration Game
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6218 on: October 16, 2013, 11:37:56 am »

What determines whether a civilian creature (in Fortress mode) responds to enemies by attacking or running away?  Is there a way to make a species that always or usually attacks unless it is actually in danger, or better yet (if possible), make it so that they just ignore random creatures unless they are actually being attacked?

MagmaMcFry

  • Bay Watcher
  • [EXISTS]
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6219 on: October 16, 2013, 01:29:28 pm »

You can try [AT_PEACE_WITH_WILDLIFE].
Logged

thistleknot

  • Bay Watcher
  • Escaped Normalized Spreadsheet Berserker
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6220 on: October 16, 2013, 01:50:39 pm »

Miner, Ambusher, Woodcutter bug.

Apparently if a dwarf is cutting some trees, or mining, or hunting, and get's called to active duty.  He drops his tool to go search for a weapon, even if that tool is a weapon.  Hence why it's not recommended to user miner, ambusher's, woodcutters for combat dwarf's.

Could there be a way to mod these tools/items/weapons so this doesn't happen?

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6221 on: October 16, 2013, 02:37:21 pm »

That's not a bug and no, you can't mod it. That's the intention; they switch uniform when they go on duty.

thistleknot

  • Bay Watcher
  • Escaped Normalized Spreadsheet Berserker
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6222 on: October 16, 2013, 03:01:09 pm »

Whether we agree it's a bug or not doesn't address the modding question.  Which is, can mining be added to another item that wouldn't interfere with say, using a pick for combat?

A description of the "problem" I'm trying to avoid

Could I make an item that allows for mining (a separate item) that does not interfere w uniforms?

Say there's a token I can assign to an item that allows for mining, and gives me all the benefits of mining (such as attribute training).  Then when the dwarf is activated for combat, whether he drops it or not is not really too big a deal (maybe I can ensure the item is not wield-able by hands?), or maybe I can just ensure the dwarf is in his military uniform while off duty, therefore assigning him to the militia uniform and he just happens to carry his pick with him while he's "mining".
« Last Edit: October 16, 2013, 03:36:55 pm by thistleknot »
Logged

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6223 on: October 16, 2013, 04:03:41 pm »

Grim Portent

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6224 on: October 16, 2013, 04:54:11 pm »

Is it possible to make a weather effect that raises the dead as zombies?
Logged
There once was a dwarf in a cave,
who many would consider brave.
With a head like a block
he went out for a sock,
his ass I won't bother to save.
Pages: 1 ... 413 414 [415] 416 417 ... 544