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Author Topic: Dragon Quest Slimes mod  (Read 3897 times)

Mr. J

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Dragon Quest Slimes mod
« on: April 30, 2012, 02:06:27 pm »

Okay... first mod... you can do this...
Slimes Mod!
Discontinued!

Don't download this mod, it's half-arsed, barely started and made by a rookie (me) who trod in a 7 Deep pool of water without a [AMPHIBIOUS] or [AQUATIC] token by making the first mod about a creature with no... Organs... Or bones... Basically a moving blob with a face...

If you still want to have a look at this mess... Open the spoilers bellow at your own risk.

Spoiler (click to show/hide)
« Last Edit: January 25, 2013, 08:34:17 am by Mr. J »
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Gizogin

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Re: Dragon Quest Slimes mod
« Reply #1 on: April 30, 2012, 02:08:04 pm »

I don't know a lot about Dragon Quest, but slimes are always fun.  Did you make them really annoyingly fast?
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Mr. J

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Re: Dragon Quest Slimes mod
« Reply #2 on: April 30, 2012, 02:16:06 pm »

I don't know a lot about Dragon Quest, but slimes are always fun.  Did you make them really annoyingly fast?
No... not yet, i literally just uploaded it 10 seconds after seeing the Slime being able to bite, walk and have eyes. but the obnoxious speed and cowardice is being worked on!
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Jeoshua

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Re: Dragon Quest Slimes mod
« Reply #3 on: April 30, 2012, 03:23:30 pm »

Especially make sure you give the Silver Slime [FLEEQUICK] and a good top speed.  Just to be realistic.

... never could catch those bastards...
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Mr. J

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Re: Dragon Quest Slimes mod
« Reply #4 on: April 30, 2012, 03:38:03 pm »

Especially make sure you give the Silver Slime [FLEEQUICK] and a good top speed.  Just to be realistic.
OoOooo, thanks mate, i'm kinda new to the world of modding so i didn't know of that token.

on a different note, I might have to reduce their toughness a tiny bit... i wanted them to be tough... not for 10 Expert swords-dwarfs with Steel long-swords to be no match for it...
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Mr. J

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Re: Dragon Quest Slimes mod
« Reply #5 on: May 04, 2012, 02:03:17 pm »

First update! Huzzah!

The Slimes/She-Slimes are currently made out of siliceous ooze, which is a type of dirt/mud/thingy with parts of bone in it apparently... This is just temporary of course, until i find/make a more suitable "slime" material.

The metal Slime balance made it so you won't (Hopefully) need a Legendary Swords-Dwarf with an Adamantite sword to kill it, i also made them quick and cowardly as stated before (They are about 50% faster then the average dwarf anything)

I also had a few questions for you guys i couldn't find out myself.

1) Is it possible to have different colors (For the "s" you see on the map) for the different casts? (IE, Blue for normal Slimes and Grey for Metal Slimes)

2) If i removed the [NO_EAT]/[NO_DRINK] while they had no stomach or guts, and [NO_BREATHE] when they have no lungs... would they just instantly die?

I'm just going to say thank you apprehensively for the questions and for the support I've gotten so far, i really did not expect anyone to respond to the post withing... well... the first 10 minutes!
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Jeoshua

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Re: Dragon Quest Slimes mod
« Reply #6 on: May 04, 2012, 04:12:07 pm »

[NO_EAT] and [NO_DRINK] will just make them not need any sustenance at all.  Lock them in a rock room for 3 years and they'll stay alive.  The breathing tags are the same way.
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Mr. J

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Re: Dragon Quest Slimes mod
« Reply #7 on: May 04, 2012, 06:38:14 pm »

[NO_EAT] and [NO_DRINK] will just make them not need any sustenance at all.  Lock them in a rock room for 3 years and they'll stay alive.  The breathing tags are the same way.
I know that, what i was wondering was, If they don't have those tags they'd need to eat/breathe, but they don't have lungs/digestive tracks... Wouldn't that make them try to eat/breathe but then just keel over and die due to lack of organs?
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Drawde

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Re: Dragon Quest Slimes mod
« Reply #8 on: May 04, 2012, 10:14:36 pm »

I believe that's commonly used to kill animals that are currently annoying your fort.  Save and quit, modify the raw in the save file with [NO_BREATH] (or whatever it is), reload, and watch the creatures suffocate.  No idea what happens if they don't have [NOEAT] but no guts.

You can find a part in the creature raws, [CREATURE_TILE:'d'][COLOR:7:0:0] for example, to control the symbol used to display the creature, and the color.  If, for example, you want ALL slimes to have the same symbol but different colors for the castes.  You leave the CREATURE_TILE part in the main entry, and delete COLOR from there.  In each caste section put the COLOR part.  Use the page from the wiki on color, http://dwarffortresswiki.org/index.php/DF2012:Color , to figure out what to change the numbers to.  Also, if you have colors set under TL_COLOR_MODIFIER for use in descriptions, use that page to set colors the game recognizes.

One other thing, don't use just the arena for combat testing.  The quality of weapons affects things a lot.  I had a creature I made that was unkillable by steel weapons in grandmaster hands, with groups of ten to twenty dwarves and the creature was unharmed when the dwarves were all dead (other than it's eyes).  Yet when I ran into it in a real game it was quickly beheaded with a masterwork steel axe.
« Last Edit: May 04, 2012, 10:18:21 pm by Drawde »
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Mr. J

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Re: Dragon Quest Slimes mod
« Reply #9 on: May 05, 2012, 08:21:41 am »

You can find a part in the creature raws, [CREATURE_TILE:'d'][COLOR:7:0:0] for example, to control the symbol used to display the creature, and the color.  If, for example, you want ALL slimes to have the same symbol but different colors for the castes.  You leave the CREATURE_TILE part in the main entry, and delete COLOR from there.  In each caste section put the COLOR part.  Use the page from the wiki on color, http://dwarffortresswiki.org/index.php/DF2012:Color , to figure out what to change the numbers to.  Also, if you have colors set under TL_COLOR_MODIFIER for use in descriptions, use that page to set colors the game recognizes.
I tried doing that, put the [CREATURE_TILE:'s'] up top and the [COLOR:?:0:?] under each Caste, they are still taking the bottom one's color though, so everyone is red...
I also tried adding
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
         [TL_COLOR_MODIFIER:BLACK:1]
            [TLCM_NOUN:eyes:PLURAL]
just to check... but either i did something wrong or it's not working...
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Trapezohedron

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Re: Dragon Quest Slimes mod
« Reply #10 on: May 05, 2012, 08:31:04 am »

IIRC, colors are fixed at creature level, and cannot be altered at caste level. Or so my outdated raw knowledge says.
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Mr. J

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Re: Dragon Quest Slimes mod
« Reply #11 on: May 05, 2012, 08:51:07 am »

IIRC, colors are fixed at creature level, and cannot be altered at caste level. Or so my outdated raw knowledge says.
Curses... i'll just have to put them all on blue then... or maybe i could find a more "Universal" color that'd fit them all... though there's just 7 of them  :-\
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Drawde

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Re: Dragon Quest Slimes mod
« Reply #12 on: May 05, 2012, 09:38:29 am »

The SET_TL_GROUP only works in the description of the creature.  You can use it to set a creature to have a range of possible hair or eye colors.  Possibly horns and such as well.

Didn't know that about COLOR and castes though.
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G-Flex

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Re: Dragon Quest Slimes mod
« Reply #13 on: May 05, 2012, 09:57:21 am »

IIRC, colors are fixed at creature level, and cannot be altered at caste level. Or so my outdated raw knowledge says.
Curses... i'll just have to put them all on blue then... or maybe i could find a more "Universal" color that'd fit them all... though there's just 7 of them  :-\

He's wrong. Color modifiers and the like are specifiable at caste-level, not just creature-level.

For an example, see peafowl in the standard raws.
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Hugo_The_Dwarf

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Re: Dragon Quest Slimes mod
« Reply #14 on: May 05, 2012, 10:15:47 am »

Creatures even without organs, that are intelligent ([CAN_LEARN][CAN_SPEAK] or  [INTELLIGENT]) need to eat, drink, and sleep regardless of proper organs. Simply [NO_EAT][NO_DRINK][NO_SLEEP] makes it so they don't require it. Unintelligent creatures like dogs,cats,cows,foxes,etc. don't have hunger/thirst/drowsiness enabled due to lacking CAN_LEARN

If slimes are not intelligent the NO_EAT/DRINK/SLEEP tags are not needed.

And yes you can color certain castes: [CASTE_COLOR:fg:bg:brightness]
changes the color of its tile, but not the creatures description (color_modifiers)

such as:

[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]
   [TL_COLOR_MODIFIER:BLACK:1] --- color
            [TLCM_NOUN:skin:SINGULAR] --- what it shows up in the creatures description

"the creatures skin is black"

SET_TL_GROUP:A:B:C
Spoiler: Explaination (click to show/hide)
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