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Author Topic: [MODDING] CREATURE & ENTITY QUESTIONS THREAD  (Read 696493 times)

Hugo_The_Dwarf

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #15 on: May 23, 2012, 08:51:17 pm »

Yup you can, but certain things that are generic for both creatures/castes can be left at the top (see my Shapers) and more spacific stuff can be done through [SELECT_CASTE] and [SELECT_ADDIONTAL_CASTE] -- incorrect spelling look at my Shapers

you will notice at the end I select the servile and give it a really long nose.
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leafbarrett

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #16 on: May 23, 2012, 08:56:12 pm »

So, if I were to, say, take everything in the Dwarf creature and put that into proper castes (male and female, all dwarf info in both with gender-specific stuff in each) and do the same for the Gardevoir creature, would that work?
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Quote from: leafbarrett
Quote
They can do whatever the heck they want. That's why they are nobles, cause they CAN.
King Henry the IV or something had a lot of wives, most of whom he executed. Because he could.
A ton of them mass-murdered Jews and Muslims. CAUSE THEY COULD.
A roman emperor made his horse a noble, cause he could.
And I modded them all out of existence, because I could.
sig text

Putnam

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #17 on: May 23, 2012, 08:59:09 pm »

Yes.

JPierreD

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #18 on: May 24, 2012, 10:28:23 pm »

I am modding my DF so that basically it can be played with any of the basic civs (Dwarves, Humans, Elves and Goblins). I have started with Goblins, who will probably be the most difficult ones.

Basically I want them to be able to bring to their fortresses different kinds of cave and evil creatures for war (including the ones they use as mounts in sieges), pet and farm purposes, which would not appear as options for the other civs. Examples: Cave Crocodile, Giant Olm, Ice Wolf, and so on.

They come with USE_CAVE_ANIMALS and USE_EVIL_ANIMALS which I would have supposed would give them the ability of have all sorts of evil pets, and yet the only ones available with those tags are Trolls. I have failed to notice what makes a Troll differ from, say, an Ogre, save perhaps the biome, for the purposes on Goblins having them. What attaches the Trolls to the Goblins?

One way to let them get some of previously mentioned cave creatures is by adding USE_ANY_PET_RACE, but that also gives them all kinds of creatures I would rather they didn't have, like cougars, eagles and even gremlins.

So, any way to do this with the existing tokens?
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Putnam

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #19 on: May 24, 2012, 10:35:54 pm »

[SLOW_LEARNER], IIRC.

JPierreD

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #20 on: May 25, 2012, 01:06:33 am »

[SLOW_LEARNER], IIRC.

Tag shared by both Trolls and Ogres, so nope, it must be something else.
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blake77

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #21 on: May 25, 2012, 03:35:06 am »

Why does this creature
Spoiler (click to show/hide)

using this material
Spoiler (click to show/hide)

cause :-
           1. Grass to burn
           2. Lakes to evaporate
           3. Creatures that share the same tile to die.

What should I do to prevent those three effects from occurring.
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Putnam

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #22 on: May 25, 2012, 08:55:11 am »

   [MELTING_POINT:10000]
   [BOILING_POINT:14000]
   [MAT_FIXED_TEMP:11000]

Its melting point is below its fixed temperature, which happens to be 1032 degrees fahrenheit while its melting point is that of water.

leafbarrett

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #23 on: May 25, 2012, 02:05:20 pm »

Okay, how would I go about making a "breath" that is akin to a physical blast (similar effect to a hammer blow) without having it rely on the Strength stat? I was considering making a custom gas that had no effect but to knock the target away, but it occurred to me that it wouldn't accomplish anything at all because I can't (or at least don't know how to) set gas pressure for a breath attack. Would making a solid that was set to standard temperature but had a boiling point of much lower than that work, or would it just instantly vaporize before it actually hit?
In other news, would using a firejet breath style cause the attack to actually still use fire, even if I set it to a material?
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Quote from: leafbarrett
Quote
They can do whatever the heck they want. That's why they are nobles, cause they CAN.
King Henry the IV or something had a lot of wives, most of whom he executed. Because he could.
A ton of them mass-murdered Jews and Muslims. CAUSE THEY COULD.
A roman emperor made his horse a noble, cause he could.
And I modded them all out of existence, because I could.
sig text

Hugo_The_Dwarf

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #24 on: May 25, 2012, 02:33:02 pm »

TRAILING_DUST_FLOW or the UNDIRECTED version does the pushing

Also FLOW:FIREJET would get over written if MATERIAL:INORGANIC:LEAD:SOLID_GLOB followed it.

Only way to get more then one type of FLOW or MATERIAL to be used is to do it all in the interaction

Look for my MAGIC_MISSLE_SPLIT or ACID_SPIT interactions in the spell book to see how they are setup

EDIT: NVM

Spoiler (click to show/hide)
Spoiler (click to show/hide)

These may both be different but they function the same
« Last Edit: May 25, 2012, 02:35:23 pm by Hugo_The_Dwarf »
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leafbarrett

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #25 on: May 26, 2012, 03:35:22 pm »

Okay, what am I doing wrong?
Code: [Select]
[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:psychic]
[CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_CATEGORY:MOUTH]
[CDI:LOCAL_CREATURE_MAT:PSYCHIC:TRAILING_DUST_FLOW]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:150]
[IT_IMMUNE_CREATURE:DWARF]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:250]

[INORGANIC:PSYCHIC]
[USE_MATERIAL_TEMPLATE:FLAME_TEMPLATE]
    [STATE_COLOR:GAS:PURPLE]
    [STATE_NAME:GAS:psychic burst]
    [STATE_ADJ:GAS:telekinetic]
[DISPLAY_COLOR:4:0:0]
[MATERIAL_VALUE:1]
[SPEC_HEAT:NONE]
[IGNITE_POINT:NONE]
[MELTING_POINT:NONE]
[BOILING_POINT:NONE]
[HEATDAM_POINT:NONE]
[COLDDAM_POINT:NONE]
[MAT_FIXED_TEMP:14000]
[MOLAR_MASS:1]
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Quote from: leafbarrett
Quote
They can do whatever the heck they want. That's why they are nobles, cause they CAN.
King Henry the IV or something had a lot of wives, most of whom he executed. Because he could.
A ton of them mass-murdered Jews and Muslims. CAUSE THEY COULD.
A roman emperor made his horse a noble, cause he could.
And I modded them all out of existence, because I could.
sig text

Hugo_The_Dwarf

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #26 on: May 26, 2012, 03:41:14 pm »

[CDI:LOCAL_CREATURE_MAT:PSYCHIC:TRAILING_DUST_FLOW]


should be

[CDI:MATERIAL:LOCAL_CREATURE_MAT:PSYCHIC:TRAILING_DUST_FLOW]

Material targets, well materials

were as

FLOW

uses
FIREBALL
FIREJET
DRAGONFIRE
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Putnam

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #27 on: May 26, 2012, 03:52:47 pm »

Also, IT_IMMUNE_CREATURE doesn't work in CAN_DO_INTERACTION or MATERIAL_EMISSION at all.

leafbarrett

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #28 on: May 26, 2012, 03:59:51 pm »

[CDI:LOCAL_CREATURE_MAT:PSYCHIC:TRAILING_DUST_FLOW]
should be
[CDI:MATERIAL:LOCAL_CREATURE_MAT:PSYCHIC:TRAILING_DUST_FLOW]
Whoops. I thought the LOCAL_CREATURE_MAT handled the MATERIAL tag automatically.
Also, IT_IMMUNE_CREATURE doesn't work in CAN_DO_INTERACTION or MATERIAL_EMISSION at all.
Damn. I was hoping to avoid friendly fire.
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Quote from: leafbarrett
Quote
They can do whatever the heck they want. That's why they are nobles, cause they CAN.
King Henry the IV or something had a lot of wives, most of whom he executed. Because he could.
A ton of them mass-murdered Jews and Muslims. CAUSE THEY COULD.
A roman emperor made his horse a noble, cause he could.
And I modded them all out of existence, because I could.
sig text

Hugo_The_Dwarf

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #29 on: May 26, 2012, 04:03:11 pm »

Also, IT_IMMUNE_CREATURE doesn't work in CAN_DO_INTERACTION or MATERIAL_EMISSION at all.
Nice catch I was busy modding, and wasn't paying 100% attention

@ Leaf
friendly fire is a given when using and XXXX_DUST attacks, also AI will never target friendlies if they use USAGE_HINT:ATTACK

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