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Author Topic: [0.34.1] Witchcraft Mod (0.6 version) - magic, potions and crafting, Phoebus  (Read 39537 times)

EmperorJon

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Re: [0.34.1] Witcher Mod (0.2 version) - potions and crafting
« Reply #30 on: February 14, 2012, 04:59:11 pm »

Just got it down for myself by looking through the example interactions. Still having issues with some stuff. I'll be compiling a big list of "How to do cool shizz in 0.34.1" over the next few days, if you're interested.
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I think it's the way towns develop now. In the beginning, people move into a town. Then they start producing tables, which results in more and more tables. Soon tables represent a significant portion of the population, they start lobbying for new laws and regulations, putting people to greater and greater disadvantage...
Link for full quote. 'tis mighty funny.

The Darkling Wolf

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Re: [0.34.1] Witcher Mod (0.2 version) - potions and crafting
« Reply #31 on: February 14, 2012, 05:01:58 pm »

Nice, another Deon mod.

It was your Genesis mod that inspired most of the survival stuff in the survival update of my Cataclysm mod :P

* The Darkling Wolf downloads.
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My cabbages!
[Thunderfury, Blessed Blade of the Windseeker]

I am fat, eating is my great joy.

Reelya

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Re: [0.34.1] Witcher Mod (0.2 version) - potions and crafting
« Reply #32 on: February 14, 2012, 05:07:31 pm »

Wow, they even count as animals, i'm seeing a lot of potential here for CASTE transmorphing. (Syndrome turns regular dwarf into "Drone" caste etc)

With the syndromes being able to be applied to specific castes, we can even control it so male / female is preserved (2 syndromes on the same drink or attack, one for male and female).

Gender-swapping potion, lol :
Spoiler (click to show/hide)
Haha, I've patented this one. Only works on Dwarves.

EDIT: Oops!! They seem to cycle repeatedly between Castes now while drinking the stuff. Haha, so without making a pair of "dummy" male/female castes, i don't think my potion has the exact desired effect right now... So i modded it :P to take effect at 30 ticks
« Last Edit: February 15, 2012, 10:22:51 pm by Reelya »
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krisslanza

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Re: [0.34.1] Witcher Mod (0.2 version) - potions and crafting
« Reply #33 on: February 14, 2012, 05:09:39 pm »

Deon, how do you do it? You crazy, crazy man, doing all these mods!

kingofthescots

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Re: [0.34.1] Witcher Mod (0.2 version) - potions and crafting
« Reply #34 on: February 14, 2012, 05:15:17 pm »

Deon, you are the best. I love the Witcher, can't wait to try this in adventure mode! Now I wonder how to get "of Rivia" as a last name in char gen....
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Deon

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Re: [0.34.1] Witcher Mod (0.2 version) - potions and crafting
« Reply #35 on: February 14, 2012, 05:38:34 pm »

Oh god. I should nerf the potions a bit (I will upload them soon). I've quaffed a strength potion and threw a bandit. He flew at tree and exploded in gibs.

Then I quaffed a hero potion near a giant. I took his kick to my face and then I punched him out in one hit.

Some balancing is needed.
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▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

The Merchant Of Menace

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Re: [0.34.1] Witcher Mod (0.2 version) - potions and crafting
« Reply #36 on: February 14, 2012, 05:39:43 pm »

Those sound like features to me ;D
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Logrin

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Re: [0.34.1] Witcher Mod (0.2 version) - potions and crafting
« Reply #37 on: February 14, 2012, 05:49:17 pm »


A new Deon mod!

You are Lordly when it comes to mods sir. Simply Lordly
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What monstrosities would walk the streets, were peoples faces as unfinished as their minds.

Deon

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Re: [0.34.1] Witcher Mod (0.3 version) - magic, potions and crafting
« Reply #38 on: February 14, 2012, 06:43:50 pm »

Ammo crafting, some spell balances and new spells, but what is more important: lots of new potions.
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▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Rumrusher

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Re: [0.34.1] Witcher Mod (0.3 version) - magic, potions and crafting
« Reply #39 on: February 14, 2012, 08:37:16 pm »

hmm what about a leveling system through creature's race.
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bombzero

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Re: [0.34.1] Witcher Mod (0.3 version) - magic, potions and crafting
« Reply #40 on: February 14, 2012, 11:35:05 pm »

so is this gonna become a full fledged mod? or is it just messing with out lovely new interactions here.
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bombzero

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Re: [0.34.1] Witcher Mod (0.2 version) - potions and crafting
« Reply #41 on: February 14, 2012, 11:39:39 pm »

Deon, you are the best. I love the Witcher, can't wait to try this in adventure mode! Now I wonder how to get "of Rivia" as a last name in char gen....

well this is as close as i got.

Spoiler (click to show/hide)

suppose ill have to add Rivia as a potential of X name.
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Deon

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Re: [0.34.1] Witcher Mod (0.3 version) - magic, potions and crafting
« Reply #42 on: February 15, 2012, 12:00:58 am »

so is this gonna become a full fledged mod? or is it just messing with out lovely new interactions here.
Witchers will be a part of the new Genesis once I get to it.

Otherwise I am working with Mutant Masters and Ghoul Lords now (Fallout mod) :).
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▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

bombzero

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Re: [0.34.1] Witcher Mod (0.3 version) - magic, potions and crafting
« Reply #43 on: February 15, 2012, 12:24:34 am »

as i can already tell you are pumped about the new interactions system.
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Putnam

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Re: [0.34.1] Witcher Mod (0.3 version) - magic, potions and crafting
« Reply #44 on: February 15, 2012, 12:25:38 am »

Gonna sift through these interaction to see what I can do for my Dragon Ball mod...
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