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Author Topic: Hugo's Modding Resource  (Read 41441 times)

Hugo_The_Dwarf

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Re: Project: Modder's Resource
« Reply #15 on: July 14, 2012, 11:15:32 am »

is it possible to make creature that has an interaction that makes another creature from nothing or when it dies it spawns a creature?
It is possible but with the use of at least "4" creatures are needed and at least 3 interactions. And a few custom bodyparts. And time.
As for spawning while dead, nope.

I will update the FAQ with the answer to spawning.

is it possible to make shield that has different kind of bash attack like [ATTACK:EDGE:4000:600:slash:slashes:NO_SUB:1000]
Saddly only Tools, Weapons, Ammo, Creatures and Traps can be given attacks. Every other item will be "bashed" with using the "misc. object user skill"
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Cheesoburgor

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Re: Project: Modder's Resource
« Reply #16 on: July 14, 2012, 12:47:39 pm »

is it possible to make centipede creature with segments moving in its trail similar to spilled guts
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Hugo_The_Dwarf

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Re: Project: Modder's Resource
« Reply #17 on: July 14, 2012, 01:10:53 pm »

is it possible to make centipede creature with segments moving in its trail similar to spilled guts
No that would be a multi-tiled creature, and we can't make those yet :(
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Igfig

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Re: Project: Modder's Resource
« Reply #18 on: July 14, 2012, 01:27:51 pm »

You can have non-guts body parts that pop out and drag behind, however, by means of the UNDER_PRESSURE tag. If anybody can find a way to make a creature hit itself with an edged attack at will (to pop out the pressurized body part), we should be able to give creatures arbitrary trailing parts.

Hugo_The_Dwarf

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Re: Project: Modder's Resource
« Reply #19 on: July 14, 2012, 01:34:48 pm »

updated the FAQ and reworked the answer to the trailing part question.
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Igfig

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Re: Project: Modder's Resource
« Reply #20 on: July 14, 2012, 02:58:41 pm »

Oh, but something weird. Just did a bit of science with trailing body parts... while they're trailing, it looks like they're always called "guts" regardless of their actual name.  If they're subsequently severed, they become a regular body part with the correct name.

Cheesoburgor

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Re: Project: Modder's Resource
« Reply #21 on: July 14, 2012, 05:52:04 pm »

1.is it possible make a food that causes a syndrome
2.is it possible to make a interaction/syndrome that makes hostile creature friendly to caster
3.also is it possible to make a dwarf friendly creature at all
4.is it possible make custom siege engines
5.can weapon reach be customised
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Putnam

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Re: Project: Modder's Resource
« Reply #22 on: July 14, 2012, 06:12:55 pm »

1. Plants, drinks and meat, yes, but prepared meals no. Add a [SYN_INGESTED] syndrome to the target material.

2. Kind of, but you'll have to make your creature unable to become undead and make the creature that you kill horribly hostile to all living things.

3. Yeah, Tame it. Through modding, not really.

4. No.

5. No.

Cheesoburgor

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Re: Project: Modder's Resource
« Reply #23 on: July 15, 2012, 06:37:06 am »

can removed custom bodyparts cause symptom or add/remove creature tags, say Urist MCaxelord hacks the alien in the brain tumor with candy axe tearing skin bruising muscle and bruising nerves. Alien looks confused!
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Hugo_The_Dwarf

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Re: Project: Modder's Resource
« Reply #24 on: July 15, 2012, 12:03:29 pm »

No, not by removing a BP directly.
And the only workaround involves a leaking tissue layer, and even then that doesn't work 100%
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Hugo_The_Dwarf

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Re: Project: Modder's Resource
« Reply #25 on: July 15, 2012, 11:45:08 pm »

Question from myself:

Can a Body Part have more then one category? Like how materials can have many REACTION_CLASSes and MRPs?
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Putnam

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Re: Project: Modder's Resource
« Reply #26 on: July 15, 2012, 11:48:06 pm »

Haven't you had them have more than one category yourself? >_>

I would err on the side of yes.

Hugo_The_Dwarf

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Re: Project: Modder's Resource
« Reply #27 on: July 16, 2012, 12:01:16 am »

Guess I will have to test it then haha, Might make my life easier. For custom creatures.
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Hugo_The_Dwarf

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Re: Project: Modder's Resource
« Reply #28 on: July 22, 2012, 04:54:48 pm »

Stil haven't tested out the many CATEGORY on a BP yet, but I did update the WIKI RIP to v2.1 not much really. Had a Dupe of Entity Position tokens "Entity Position Tokens and a Position Tokens" both were the same, so I removed and updated. Also Alter'd the main splash to say "Modder's Resource" instead of Hugo's blah blah blah..

Will have to go through and update the FAQ and then get it merged into Wiki Rip as well. FAQs It would help greatly if a New Modder gets this and for some reason has to ask "Can I have Penut Butter on my Jelly?" well now they can see if that question was asked and get the answer

Also thanks again to those that asked some FAQs and those that Answered them.
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Meph

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Re: Project: Modder's Resource
« Reply #29 on: July 27, 2012, 02:29:19 pm »

There is a mistake here

Quote
Q:Can another object like shields be given another attack other then the vanilla bash?
A:No only Ammo, Creatures, Tools, Traps, and Weapons can be given attacks. All other items will simply *bash* and train the MISC_WEAPON skill.

Ammo cant... well, you can write a custom attack, but it wont ever appear. I wrote a "hits the target and explodes" for cannonballs, but never happens... they only "hit" and thats it. Also, related question, can tools even be used as weapons in FortressMode, or is that only for adv. mode ?
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