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Author Topic: Help Modding In New Weapons  (Read 3524 times)

Sulacsol

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Help Modding In New Weapons
« on: February 26, 2013, 01:06:22 am »

Hello, I'm very new to Dwarf Fortress, and I'd like to try and modding in a couple new weapons, like glaives, and guisarmes, cutlasses, and poleaxes, to name a few. I don't have any experience modding, and I would like to be able to assign some weapons to certain races, make some native to the dwarves and some exotic, giving elves copper and bronze weapons, and make sure they can all be constructed at a forge. If at all possible, I'd like some of the weapons (like the khopesh or kopis) only manufacturable in copper and bronze, and others (like a katzbalger or flambard) to only be in steel. I'm sorry if this is a well-covered topic, but I'm very novice, and would appreciate any help. Thanks!
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Putnam

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Re: Help Modding In New Weapons
« Reply #1 on: February 26, 2013, 01:13:04 am »

No making certain weapons only made of certain materials without making the weapon itself exotic.

Sulacsol

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Re: Help Modding In New Weapons
« Reply #2 on: February 26, 2013, 01:21:36 am »

Alright, that's definitely survivable. Nothing says you can't make a khopesh out of steel, I guess.
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Putnam

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Re: Help Modding In New Weapons
« Reply #3 on: February 26, 2013, 01:25:43 am »

The rest is very easy and provided for by the raws. The entity token WEAPON:X is what you want; check the wiki article on entity tokens.

Deon

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Re: Help Modding In New Weapons
« Reply #4 on: February 26, 2013, 02:54:12 am »

What Putnam said is that you can limit weapon material, but you will have to make a custom reaction in a custom workshop, and your home civ won't use it (you will be able to craft it in fortress mode though).
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Sulacsol

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Re: Help Modding In New Weapons
« Reply #5 on: February 27, 2013, 12:13:58 am »

To let elves use metal weapons, do I just remove [WOOD_WEAPONS]
   [WOOD_ARMOR] from their entity raw? Or do I have to replace that?
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Putnam

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Re: Help Modding In New Weapons
« Reply #6 on: February 27, 2013, 12:26:28 am »

You'll have to add METAL_PREF, STONE_PREF and [DIGGER:ITEM_WEAPON_PICK].

Sulacsol

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Re: Help Modding In New Weapons
« Reply #7 on: February 27, 2013, 01:12:41 am »

Do I have to add any permitted jobs?
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Putnam

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Re: Help Modding In New Weapons
« Reply #8 on: February 27, 2013, 01:13:25 am »

Yeah, FURNACE_OPERATOR.

Sulacsol

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Re: Help Modding In New Weapons
« Reply #9 on: February 27, 2013, 01:39:59 am »

Thanks! Is it possible to restrict a civilizations' weapons to just one metal, like copper or bronze? Like, using [BRONZE_WEAPONS] or something?

Also, I don't need to add Weaponsmith or anything?
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Putnam

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Re: Help Modding In New Weapons
« Reply #10 on: February 27, 2013, 01:51:42 am »

1. Yes, by making a reaction that makes the metals you want them to use, giving them that reaction, and removing STONE_PREF etc.

2. Maybe, I've forgotten.

Sulacsol

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Re: Help Modding In New Weapons
« Reply #11 on: February 27, 2013, 02:04:49 am »

Thank you!

Also, I don't seem to see [SIEGER] or [AMBUSHER] in the raws for goblins, do they still siege and ambush? Am I just not seeing it?
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smakemupagus

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Re: Help Modding In New Weapons
« Reply #12 on: February 27, 2013, 03:06:56 am »

[Ambusher] makes the civ fight in the style of elves, not too different from goblin ambushes, but even the biggest armies will act like that.  [Sieger] makes them fight in the style of humans, camping on the edge of the map for ~6 months and sometimes ignoring open paths into your fort.

Both are somewhat distinct than the normal goblin behaviors you're thinking of.  Try it! :)

Sulacsol

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Re: Help Modding In New Weapons
« Reply #13 on: February 27, 2013, 04:06:47 am »

What happens if you add in both? :P
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Sulacsol

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Re: Help Modding In New Weapons
« Reply #14 on: February 27, 2013, 04:07:45 am »

Also, I know i'm spamming and should shut up with my newness, but if I add a new race, can it refer to the same tissues and stuff as the older race? I really just want to create an offshoot of elves that's virtually identical except size.
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