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Author Topic: Community Mod  (Read 20329 times)

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Re: Community Mod
« Reply #75 on: June 13, 2012, 12:13:16 am »

Turn list updated! Sorry about that montopolis. Putnam, you can edit body_default, as long as doing so doesn't somehow change any other creatures that already exist. If you find a way around editing body_default, be my guest, but if it's critical to your mod, just make sure to comment.
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Reudh

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Re: Community Mod
« Reply #76 on: June 13, 2012, 12:16:40 am »

why not make body_putnam and put it in there? It works similarly for me.

Anomalocaris exists in body_reudh_mods for mine, due to its strange shape.

Corai

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Re: Community Mod
« Reply #77 on: June 13, 2012, 12:18:04 am »

Sorry it's taken so long--I currently have a creature with 3 special castes, an entity for said creature, and a language for said entity.

I should be done by the end of the week.

EDIT: I just realized that one of my ideas requires editing body_default.

I don't think I should...

Make a copy of the file and rename your new one "body_putnam" or something.
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Putnam

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Re: Community Mod
« Reply #78 on: June 13, 2012, 08:33:03 am »

But then we would have horrible duped raws. I mean to say that I'm planning on changing an existing bodypart.

GreatWyrmGold

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Re: Community Mod
« Reply #79 on: June 13, 2012, 12:01:34 pm »

What, how, and why? Especially why.
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Putnam

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Re: Community Mod
« Reply #80 on: June 13, 2012, 03:23:02 pm »

Joints. I want to change the categories on the joints to make attacks easier.

I also kind of want to put pressure points in the humanoid_joints part :3

Putnam

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Re: Community Mod
« Reply #81 on: June 13, 2012, 09:17:03 pm »

I don't think I needed to.

I'll release it after a bit more testing.

EDIT: *suddenly realizes that I did nothing with axeman's work >_>*

EDIT 2: Aaaand it's up.

Don't try to decipher the martial artist's language, it's japanese-looking gibberish.
« Last Edit: June 13, 2012, 09:47:00 pm by Putnam »
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GreatWyrmGold

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Re: Community Mod
« Reply #82 on: June 13, 2012, 10:10:07 pm »

Neat.
...Say, how long is it until my turn?
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Scelly9

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Re: Community Mod
« Reply #83 on: June 13, 2012, 10:12:31 pm »

Neat.
...Say, how long is it until my turn?
About a month to two months at the current speed.
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Putnam

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Re: Community Mod
« Reply #84 on: June 14, 2012, 12:20:03 am »

I'm hoping that I'm an unusual case, considering the amount of content in my part :P

*checks*

TWO DAYS?! I thought I took longer than that O_o

Reudh

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Re: Community Mod
« Reply #85 on: June 14, 2012, 01:26:19 am »

Joints. I want to change the categories on the joints to make attacks easier.

I also kind of want to put pressure points in the humanoid_joints part :3

Sorry it's taken so long--I currently have a creature with 3 special castes, an entity for said creature, and a language for said entity.

I should be done by the end of the week.

EDIT: I just realized that one of my ideas requires editing body_default.

I don't think I should...

Make a copy of the file and rename your new one "body_putnam" or something.

I thought that provided the body entries had different names it wasn't considered duped?

Like a body called 'GENERAL_HUMANOID', and another called 'GENERALPUTNAMHUMANOID'? That would work, surely?

Putnam

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Re: Community Mod
« Reply #86 on: June 14, 2012, 01:28:36 am »

Then I would have had to add that to every humanoid creature in the game. I wanted to add some new parts to the HUMANOID_JOINTS entry, but I decided against that. After that, I wanted to add more categories to the parts in HUMANOID_JOINTS, but then I realized that I didn't need to.

Dunamisdeos

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Re: Community Mod
« Reply #87 on: June 14, 2012, 02:20:02 am »

Oh, so you just modded EVERY creature with humanoid joints in the game? Or were you trying to avoid that? I'm confused.
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GreatWyrmGold

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Re: Community Mod
« Reply #88 on: June 14, 2012, 10:29:38 am »

I think he wanted to add some joints, and realised it would be easiest to add them to the HUMANOID_JOINTS body file.
If you still have the turn, Putnam, I'm fine with that.

A month or two? Wow, lots of time to plan...
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Putnam

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Re: Community Mod
« Reply #89 on: June 14, 2012, 12:06:58 pm »

Nono, I didn't need to. I wanted to add pressure points to some things under HUMANOID_JOINTS, but I decided against it.
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