Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 122 123 [124] 125 126 ... 247

Author Topic: [MODDING] 0.40.x QUESTIONS THREAD  (Read 333438 times)

Godsnose

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1845 on: January 02, 2015, 04:44:56 pm »

It works, most of the time at least. Thanks guys
Logged

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1846 on: January 02, 2015, 05:12:36 pm »

Anyone tested attacks with high PREPARE:RECOVER rates? Are they interrupted by incoming attacks properly?

They don't even need that; if you try catching someone's punch in adventure mode with high observer and wrestler skills (use your hand to grab theirs), it'll say "you catch the (x)'s punch!", and punches are standard 3:3.

DragonDePlatino

  • Bay Watcher
  • [HABIT:COLLECT_WEALTH]
    • View Profile
Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1847 on: January 02, 2015, 05:37:15 pm »

Quick question...I'm drawing a graphics set and I noticed a few hundred sprites in that I might be getting my creature colors wrong. For example, when I looked into their raws, I saw that Kobolds have a "TL_COLOR_MODIFIER:BROWN:1"

This is their body color, right?

StagnantSoul

  • Bay Watcher
  • "Player has withdrawn from society!"
    • View Profile
Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1848 on: January 02, 2015, 05:39:57 pm »

Dragons are green, yet Ironhand has them as red. Artistic license.
Logged
Quote from: Cptn Kaladin Anrizlokum
I threw night creature blood into a night creature's heart and she pulled it out and bled to death.
Quote from: Eric Blank
Places to jibber madly at each other, got it
Quote from: NJW2000
If any of them are made of fire, throw stuff, run, and think non-flammable thoughts.

DragonDePlatino

  • Bay Watcher
  • [HABIT:COLLECT_WEALTH]
    • View Profile
Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1849 on: January 02, 2015, 05:45:34 pm »

Well, whenever I work on projects, I like to have a strong regard for canonity. So...Dragons are green because they have a "TL_COLOR_MODIFIER:GREEN:1", right? I'm sorry if this is a really basic question, but I just wanted to be sure that this wasn't the icon color or eye color something.

BlackFlyme

  • Bay Watcher
  • BlackFlyme cancels Work: Interrupted by bird.
    • View Profile
Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1850 on: January 02, 2015, 06:30:34 pm »

Well, whenever I work on projects, I like to have a strong regard for canonity. So...Dragons are green because they have a "TL_COLOR_MODIFIER:GREEN:1", right? I'm sorry if this is a really basic question, but I just wanted to be sure that this wasn't the icon color or eye color something.

That is a tissue layer modifier, which is mostly just for their descriptions. Their icon is a green D because they have [COLOR:2:0:0] next to their creature tile token.
Logged

DragonDePlatino

  • Bay Watcher
  • [HABIT:COLLECT_WEALTH]
    • View Profile
Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1851 on: January 02, 2015, 07:04:21 pm »

Thanks for the clarification! It'll help me out a lot now that I know what's what in the raws as far as colors go.

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1852 on: January 02, 2015, 07:18:40 pm »

Well, whenever I work on projects, I like to have a strong regard for canonity. So...Dragons are green because they have a "TL_COLOR_MODIFIER:GREEN:1", right? I'm sorry if this is a really basic question, but I just wanted to be sure that this wasn't the icon color or eye color something.

It could be. You need to see what tissue it's selecting before it declares the color.

Godsnose

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1853 on: January 02, 2015, 08:11:53 pm »

So, i'm back. I've tried 50+ variations of this code and nothing works.
I've also been reading the wiki for the last 3 hours and can't find the solution
I'm just trying to make is so that when a creature gets butchered it drops a "toy" called LESSER_SOUL.

My two best attempts at trying to figure this out

[EXTRA_BUTCHER_OBJECT:BY_TOKEN]
      [EBO_ITEM:TOY:LESSER_SOUL:BRONZE]

[EXTRA_BUTCHER_OBJECT:BY_TOKEN:TOY]
      [EBO_ITEM:TOY:item_toy.txt:LESSER_SOUL:INORGANIC:BRONZE]



[ITEM_TOY:LESSER_SOUL]
[NAME:Lesser-Soul
Logged

BlackFlyme

  • Bay Watcher
  • BlackFlyme cancels Work: Interrupted by bird.
    • View Profile
Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1854 on: January 02, 2015, 08:18:26 pm »

[EXTRA_BUTCHER_OBJECT] is used to define the body part that contains the item gained from butchering. Something like [EXTRA_BUTCHER_OBJECT:BY_CATEGORY:HEAD] would mean that the butchery object is created when the creature's head is butchered.

[EBO_ITEM] is used to define the butchery product's item type and material type. It goes item_token:subtoken:material_token:subtoken. Or to use what you are trying to create as an example: [EBO_ITEM:TOY:LESSER_SOUL:INORGANIC:BRONZE]

And here is an in-game example:
Code: [Select]
[EXTRA_BUTCHER_OBJECT:BY_CATEGORY:GIZZARD]
 [EBO_ITEM:SMALLGEM:NONE:ANY_HARD_STONE]
 [EBO_SHAPE:GIZZARD_STONE]

This is on a few different birds, to produce gizzard stones when they are butchered. EBO_SHAPE is only for things such as gems, which have different types of possible shape descriptors.
Logged

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1855 on: January 02, 2015, 08:19:10 pm »

The game doesn't even know that separate files exist, so you definitely don't need that item_toy.txt there. You probably want this:

[EXTRA_BUTCHER_OBJECT:BY_TYPE:UPPERBODY]
      [EBO_ITEM:TOY:LESSER_SOUL:INORGANIC:BRONZE]

The two things after EXTRA_BUTCHER_OBJECT are the body part it comes from. I chose upperbody here because you always butcher the upper body when you butcher a creature.

EBO_ITEM is a standard item, which is made up of an item token and a material token.

Godsnose

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1856 on: January 02, 2015, 08:21:31 pm »

And suddenly it seems so simple. Thanks again, I think i understand now
Logged

Thundercraft

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1857 on: January 02, 2015, 09:28:30 pm »

You might be surprised how little interest people/modders have in [GRASS]'s functionality. Based on your own testing I find it likely that DF treats grass as in-accessible trees material-wise. Being a grass also changes how it generates in a world and I've never tried a multi-function plant (grass-crop, grass-tree, crop-tree). This leads to the following (likely relevant) questions.

Well, thank you for the reply. Yeah, the lack of replies made me suspect as much.

I think what I'll do is mod in a few extra varieties of certain plants. For instance, I really wanted to see an edible lichen in Tundra biomes. (Lichen is edible by humans.) And I wanted to create a Sphagnum Peat Moss that could be both a grass and something harvestable that could be processed into a type of fuel to burn. So, I guess I'll just have to make grass and non-grass varieties of each. It's far from ideal, though.

Also, I'll probably make a suggestion to allow harvestable grass.
« Last Edit: January 02, 2015, 09:31:21 pm by Thundercraft »
Logged

DragonDePlatino

  • Bay Watcher
  • [HABIT:COLLECT_WEALTH]
    • View Profile
Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1858 on: January 02, 2015, 11:56:03 pm »

(Man, working is so is so much easier now that I know this thread exists)

I've gotten the colors for my graphics set out of the way (moon snails have red shells?!?), but I'll be starting on my profession graphics soon. A long time ago, I remember using these skill categories to organize my sprite sheets. But that proved very frustrating, because that page doesn't list all of the changeable graphics and some of those skills don't have tiles associated with them. So this time around, I decided to use unit type tokens instead.
  • Can I still create zombie tiles for each of these unit types with AS_IS:ZOMBIE?
  • Could all of these unit types apply to non-dwarf races?
  • Is that page missing any of the changeable graphics for races?
  • Would AS_IS:LAW_ENFORCE and AS_IS:TAX_ESCORT have any use?
  • Why are some of the unit type tokens at the bottom marked (not useful)?
  • (Subjective question) Is this the best way to go about ordering graphics in a sprite sheet?

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1859 on: January 03, 2015, 01:43:48 am »

1. Zombies don't exist anymore
2. Yes
3. No
4. I think it's actually by position and not position responsibility, so no
5. Most of those entity links don't show up too often and I think others might override those anyway
Pages: 1 ... 122 123 [124] 125 126 ... 247