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Author Topic: Roses' Script, System, and Utilities Collection (07/06/2021)  (Read 91379 times)

Deon

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Re: Roses' Script, System, and Utilities Collection v0.1 (10/27/2015)
« Reply #45 on: October 31, 2015, 10:00:51 am »

Did you dig the structures responsible for souls? Is it possible now to transfer a soul from one unit to another?
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Roses

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Re: Roses' Script, System, and Utilities Collection v0.1 (10/27/2015)
« Reply #46 on: October 31, 2015, 04:27:49 pm »

I haven't worked much with souls. It's on my list of things to look at, but IndigoFenix has done some good work with them. His post is here.
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Roses

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Re: Roses' Script, System, and Utilities Collection v0.1 (10/27/2015)
« Reply #47 on: November 03, 2015, 05:50:22 pm »

So here is an update on my progress. I currently have all 67 classes done, including class and leveling bonuses, attribute requirements, skills, and very rudimentary descriptions (I will work on those more over time). I have also added the ability for different races to have different names for the same class (just for some flavor). For instance, I don't think Squire and Knight works too well for Dwarfs, so there version is Hammerer and Legionnaire.

Now I need to work on the 700+ skills for the classes. I have been doing about 50 a day on average so it will still take me some time (I'm hoping to bust a bunch out this weekend). Unfortunately I am sure the numbers are unbalanced, but I am doing my best. Then there will be a testing phase of the skills, just to make sure they at least work and don't have any errors. Then I will release the class and spell files.

That's the current update.

Here is a list of current classes (without the name changes for different races)
Code: [Select]
Squire
Knight
Guardian
Fighter
Warrior
Slayer
Thief
Rogue
Stalker
Archer
Marksman
Sniper
Assassin
Warden
Gladiator
Ranger
Mage
Arch-Mage
Elementalist
Adept
Mystic
Arcanist
Cleric
Priest
Bishop
Necromancer
Occultist
Ovate
Druid
High Druid
Shaman
Sage
Geomancer
Disciple
Erudite
Psion
Rune Smith
Holy Mage
Archon
Earth Master
Artificer
Alchemist
Seer
Warlock
Oracle
Defiler
Keeper
Corrupter
Beast Master
Eldritch Knight
Arcane Warrior
Paladin
Death Knight
Monk
Warshaper
Avenger
Mind Blade
Berserker
Magic Arrow
Eldritch Shadow
Trickster
Spellslayer
Vigilante
Demon Hunter
Bard
Strider
Mind Hunter
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Max™

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Re: Roses' Script, System, and Utilities Collection v0.1 (10/27/2015)
« Reply #48 on: November 03, 2015, 08:30:39 pm »

I like the mix of D&D-feel and other sorts of games in there.
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Roses

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Re: Roses' Script, System, and Utilities Collection v0.1 (10/27/2015)
« Reply #49 on: November 03, 2015, 08:48:26 pm »

I like the mix of D&D-feel and other sorts of games in there.

It's hard to come up with names for some of these classes. I know the roll I want each one to fill (in terms of skills and stats) but actually coming up with names is a huge pain.
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Max™

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Re: Roses' Script, System, and Utilities Collection v0.1 (10/27/2015)
« Reply #50 on: November 03, 2015, 11:21:20 pm »

It turned out neat, doesn't come across with the generic feel you get in a lot of class systems.
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Roses

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Re: Roses' Script, System, and Utilities Collection v0.1 (10/27/2015)
« Reply #51 on: January 04, 2016, 02:18:25 pm »

Sorry for the lack of updates, I have been busy preparing my thesis and job hunting. But when I have had the time I have still been working on this project. Earlier I had posted a list of the classes I have been working on, and now here is a list of spells I have made for the magic classes (abilities for the physical classes are still being worked on). Note that there are ~600 spells, with about 500 of them working correctly. The next step is testing out numbers. I am translating this all from a D&D-esque game a made, so I know how strong I want each spell to be, but it's not a 1-1 match to DF obviously, so right now I have weak spells that are better than strong spells, and other oddities. When I am ready for general testing and feedback I will post all the necessary files.

Code: [Select]
Arcane Shield
Arcane Weapon
Magic Shell
Protection from Melee
Protection from Range
Airward
Arcane Armor
Earthward
Fireward
Iceward
Metalward
Smokeward
Stormward
Waterward
Arcane Fortification
Arcane Wall
Arcaneward
Divineward
Elementalward
Mentalward
Natureward
Resist Magic
Weapon Immunity
Impenetrable Barrier
Magic Immunity
Arcane Missile
Arcane Surge
Attract
Hold
Repel
Arcane Blast
Arcane Burst
Arcane Explosion
Arcane Fury
Arcane Spear
Arcane Volley
Bend Light
Flip Gravity
Gravity
Levitate
Repulse
Arcane Eruption
Arcane Orb
Crush
Element
Pulsar
Quasar
Shock Wave
Blackhole
Supernova
Disengage
Distort Space
Enlarge
Shrink
Vertigo
Alter Reality
Bend Space
Disenchant
Displace
Limbo
Passwall
Portal
Recall Hero
Summon Familiar
Arcane Elemental
Counter Magic
Displacement Field
Magic Vortex
Tear Space
Unsummon
Void
Warp Reality
Wormhole
Arcane Gate
Bind Elemental
Accelerate Healing
Aging Touch
Blink
Haste
Slow
Youth
Accelerate Syndrome
Age Armor
Age Item
Age Weapon
Aging Breath
Delay Syndrome
Distort Time
Mass Haste
Mass Slow
Teleport
Eternal Youth
Reverse Time
Stop
Time Bubble
Time Stop
Warp
Predict Future
Quick
Reflect
Agony
Curse
Dark
Dark Gaze
Dark Sword
Harm
Bind Undead
Bone Armor
Contagion
Corpse Explosion
Creeping Dark
Death Knell
Drain Life
Enfeeble
Nightmare
Pray
Raise Dead
Bind Demon
Create Undead
Dark Pact
Death Word
Desecrate
Divine Blessing
Enthrall
Necrosis
Shackle
Summon Fiend
Death
Vampirism
Bless
Heal
Holy Weapon
Light
Smite
Ward
Barrier
Blinding Light
Cleanse
Consecrate
Fortify
Holy Armor
Holy Aura
Pray
Regenerate
Renew
Turn Undead
Dispel
Divine Blessing
Esuna
Greater Heal
Holy Word
Mass Heal
Rejuvenate
Sanctify Chaos
Sanctify Undead
Serephic Ally
Holy
Resurrect
Blur
Shadow
Shadow Blade
Shadow Bolt
Shadow Walk
Atone
Darkness
Daylight
Greater Shadow
Shadow Armor
Shadow Decoy
Shadow Steed
Shadowsight
Sleep
Vanish
Vengeance
Grand Shadow
Moonlight
Re-Raise
Sacrifice
Sanctuary
Shade
Shadow Beast
Divine Power
Eternal Shade
Repulse
Void Blade
Void Bolt
Void Sphere
Void Walk
Void Ward
Demi
Destruction
Drain
Hold
Soul Bind
Siphon
Void Armor
Void Barrier
Void Blast
Abyss
Banish
Darkward
Lightward
Scourge
Ultima
Void Beast
Void Storm
Doom
Omega
Air Bubble
Air Dart
Blind
Rushing Wind
Whipping Wind
Binding Winds
Gust
Harden Air
Pressing Air
Ventilate
Wind Blast
Wind Shield
Wind Walk
Air Elemental
Burst of Wind
Deflecting Winds
Displace
Howling Wind
Suffocate
Tempest
Vacuum
Wall of Air
Cyclone
Flight
Tornado
Bind
Earthen Ward
Harden
Stone Daggers
Stone Fist
Stone Weapon
Boulder
Earth Armor
Grasping Earth
Seismic Wave
Stalactite
Stalagmite
Stoneskin
Earth Elemental
Earthen Bulwark
Petrify
Sand Storm
Stone Aegis
Sunder Earth
Wall of Stone
Disintegrate
Earthquake
Rockslide
Shelter
Stone Form
Burn
Fire Dart
Flame Weapon
Scorch
Burning Hands
Combust
Fire Armor
Fire Jet
Flame Blast
Flame Strike
Flame Tongue
Ignite
Scorching Ray
Blaze
Conflagration
Fire Ball
Fire Elemental
Flaming Sphere
Incinerate
Wall of Fire
Dragon Breath
Flare
Inferno
Meteor Storm
Cone of Cold
Frostbite
Ice Darts
Ice Weapon
Slowing Ice
Chains of Ice
Cold Snap
Frostburn
Ice Armor
Ice Lash
Ice Spike
Ray of Frost
Arctic Wind
Freeze
Ice Barrier
Ice Elemental
Iceball
Orb of Cold
Polar Ray
Wall of Ice
Arctic Tempest
Avalanche
Blizzard
Frost Nova
Keen Edge
Magic Sword
Metal Shards
Metal Skin
Temper
Animate Armor
Animate Weapon
Armor Break
Metal Fist
Mighty Guard
Repair Metal
Rust Armor
Rust Weapon
Weaken Armor
Weaken Weapon
Weapon Break
Blade Barrier
Chill Metal
Diamond Shell
Heat Metal
Metal Elemental
Molten Spray
Disintegrate Equipment
Quicken
Shatter
Fog Walk
Smog
Smoke Dart
Smoke Screen
Steam Blast
Stinking Cloud
Choke
Cloak of Smoke
Evaporate
Haze
Jet of Steam
Miasma
Mind Fog
Obscure
Poison Mist
Steam Cloud
Acid Fog
Caustic Smoke
Crushing Fog
Fog Cloud
Smoke Elemental
Smoke Terror
Bewildering Fog
Cloud Kill
Incendiary Cloud
Charge
Flash
Lightning Bolt
Shock
Shocking Touch
Spark
Storm Weapon
Disorient
Lightning
Lightning Spear
Lightning Stab
Storm Armor
Super Charge
Thunder Clap
Ball Lightning
Call Lightning
Chain Lightning
Drain Energy
Infuse
Paralyze
Storm Elemental
Thunderbolt
Lightning Shield
Lightning Storm
Storm Cloud
Clean
Healing Stream
Soak
Surge
Water Bolt
Cleansing Rain
Create Water
Cure Infection
Dehydrate
Extinguish
Hydrate
Tidal Wave
Water Orb
Drown
Healing Mist
Torrent
Typhoon
Wall of Water
Water Elemental
Water Shell
Water Spout
Waterfall
Flood
Maelstrom
Rushing Water
Apathy
Bliss
Calm
Fear
Grief
Hate
Courage
Drain Emotion
Fury
Gloom
Pleasure
Pride
Sadness
Terror
Break
Charm
Depression
Ecstasy
Enrage
Horror
Lust
Vigilance
Despair
Dominate
Tranquility
Decoy
Ghost Sound
Mental Blades
Phantom Dart
Sound Burst
Apparition
Blur
Delusion
Disguise
Hypnotic Pattern
Phantom Spear
Phantom Trap
Simulacrum
True Sight
Color Spray
Death Vision
Destroy Illusion
Illusory Wall
Invisibility
Mass Blur
Mirror Image
Phantom Warriors
Copy Self
Mass Invisibility
Phantom Beast
Blind
Deafen
Mind Slash
Psi Blades
Psionic Bolt
Turmoil
Disable
Empty Mind
Hold Mind
Jumble Mind
Mind Flay
Mind Leech
Psionic Blast
Psionic Gift
Share Mind
Telekinesis
Hive Mind
Mental Duel
Mind Trap
Shatter Mind
Silence
Steal Mind
Mind Rot
Mind Storm
Stop Mind
Blank
Craze
Daze
Strengthen Will
Thought Lash
Bend Will
Confusion
Guard Thoughts
Hysteria
Read Thoughts
Scour
Sleep
Steel Will
Stun
Thought Eater
Dementia
Devour Thoughts
Drain Will
Greater Stun
Mass Confusion
Thought Prison
Torment
Break Will
Deep Sleep
Insanity
Animal Agility
Animal Endurance
Animal Strength
Animal Toughness
Animal Bane
Animal Ferocity
Animal Physicality
Calm Animals
Charm Animal
Empower Animal
Envenom
Magic Fang
Mend Animal
Purge Animal
Companion
Enrage Animals
Frenzy
Greater Mending
Recall Companion
Savage Maw
Share Soul
Summon Animal
Summon Swarm
Animal Form
Revive Companion
Geomancy
Soften Earth
Stone Spikes
Burrow
Change Terrain
Earth Bind
Geostrike
Pitfall
Stoneskin
Tremor
Call Earth
Cleanse Land
Corrupt Land
Cracks Call
Hungering Earth
Move Earth
Stone Form
Earth Gate
Cure
Natures Eye
Neutralize Poison
Tree Stride
Warp Wood
Antidote
Barkskin
Cloak of Petals
Entangle
Poison
Restoration
Rot
Awaken Trees
Command Plants
Degenerate
Grow Plants
Ironwood
Natures Wrath
Regenerate
Summon Shambler
Toxin
Wall of Thorns
Blight
Create Guardian
Steeloak
Guardian Spirit
Spirit Walk
Spirit Weapon
Strength of Spirits
Ancestral Armor
Awaken
Calm Spirit
Commune with Spirits
Faerie Fire
Heal
Life Link
Spirit Wave
Totem
Bind Spirit
Call Ancestors
Chain Heal
Cleanse Spirits
Meditate
Spirit Drain
Spirit Link
Spirit Shriek
Spirit Tear
Summon Spirit
Reincarnate
Spirit Form

Also note that there are 5 spheres of magic in my game; Arcane, Divine, Elemental, Mental, and Nature. And each sphere has different schools (e.g. Fire is a school in Elemental, Time is a school in Arcane). None of this, however, is necessary for use in other mods or in DF itself (when I actually finally make my mod based on the game world it will be a large part of it, but that will be in the mods thread, and won't be for awhile I am afraid)
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Putnam

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Re: Roses' Script, System, and Utilities Collection v0.1 (10/27/2015)
« Reply #52 on: January 11, 2016, 12:18:55 am »

Quote
spells[spell] = spell

spells is undefined, line 445 of functions/tables.lua

it's defined 2 lines later

functions/unit.lua, function changeSkill, utils is used but never actually defined

tonumber(spellTable.RequiredLevel) <= currentClassLevel in functions/class.lua function changeClass gives me a compare-string-to-number error; should probably put currentClassLevel in a tonumber as well

persistTable.GlobalTable.roses.SpellTable is never defined

i'll probably try to set up the newest version of fortbent as a testbed for the class system... especially since i'm not altogether aware of any other mods using it

EDIT: Why am i posting here, i'll make a pull request once i get the class system working
« Last Edit: January 11, 2016, 01:22:21 am by Putnam »
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Roses

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Re: Roses' Script, System, and Utilities Collection v0.1 (10/27/2015)
« Reply #53 on: January 11, 2016, 04:38:46 pm »

Quote
spells[spell] = spell

spells is undefined, line 445 of functions/tables.lua

it's defined 2 lines later

functions/unit.lua, function changeSkill, utils is used but never actually defined

tonumber(spellTable.RequiredLevel) <= currentClassLevel in functions/class.lua function changeClass gives me a compare-string-to-number error; should probably put currentClassLevel in a tonumber as well

persistTable.GlobalTable.roses.SpellTable is never defined

i'll probably try to set up the newest version of fortbent as a testbed for the class system... especially since i'm not altogether aware of any other mods using it

EDIT: Why am i posting here, i'll make a pull request once i get the class system working

Thank you for your work and the pull request. And as far as I know you are the only one that currently uses it. Pull request merged.
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Putnam

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Re: Roses' Script, System, and Utilities Collection v0.1 (10/27/2015)
« Reply #54 on: January 11, 2016, 11:42:59 pm »

I think the assumptions that the EntityTable is based on are entirely wrong as of 0.42.04, since I can't seem to get it to work no matter what I do. Trying to fix it doesn't seem like a good idea, since I don't know what it's trying to do.

Roses

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Re: Roses' Script, System, and Utilities Collection v0.1 (10/27/2015)
« Reply #55 on: January 12, 2016, 04:17:15 pm »

I think the assumptions that the EntityTable is based on are entirely wrong as of 0.42.04, since I can't seem to get it to work no matter what I do. Trying to fix it doesn't seem like a good idea, since I don't know what it's trying to do.

Interesting, I was wondering if all the changes made would cause trouble with that. For now I suggest just disabling it. I actually haven't looked at the new version at all yet, so I should sit down and go over everything that has changed in both DF and DFHack.
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Dirst

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Re: Roses' Script, System, and Utilities Collection v0.1 (10/27/2015)
« Reply #56 on: January 13, 2016, 04:58:03 pm »

I know that most of your effort is going toward updating, but have you made any progress on add-attack (or attack-add as it's called in the OP)?  That way I won't need to worry about creatures biting with their tails :)
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Just got back, updating:
(0.42 & 0.43) The Earth Strikes Back! v2.15 - Pay attention...  It's a mine!  It's-a not yours!
(0.42 & 0.43) Appearance Tweaks v1.03 - Tease those hippies about their pointy ears.
(0.42 & 0.43) Accessibility Utility v1.04 - Console tools to navigate the map

Roses

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Re: Roses' Script, System, and Utilities Collection v0.1 (10/27/2015)
« Reply #57 on: January 14, 2016, 12:39:38 pm »

I know that most of your effort is going toward updating, but have you made any progress on add-attack (or attack-add as it's called in the OP)?  That way I won't need to worry about creatures biting with their tails :)

I have made some progress with that, but haven't fixed that exact bug yet. But that is on the list.
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Dirst

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Re: Roses' Script, System, and Utilities Collection v0.1 (10/27/2015)
« Reply #58 on: January 14, 2016, 12:47:36 pm »

I know that most of your effort is going toward updating, but have you made any progress on add-attack (or attack-add as it's called in the OP)?  That way I won't need to worry about creatures biting with their tails :)

I have made some progress with that, but haven't fixed that exact bug yet. But that is on the list.
Appreciated... the bigger issue is making sure that the creatures get into a proper fight, but even just the one valid attack makes my mod much better than it was before you told me about this script.
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Just got back, updating:
(0.42 & 0.43) The Earth Strikes Back! v2.15 - Pay attention...  It's a mine!  It's-a not yours!
(0.42 & 0.43) Appearance Tweaks v1.03 - Tease those hippies about their pointy ears.
(0.42 & 0.43) Accessibility Utility v1.04 - Console tools to navigate the map

Roses

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Re: Roses' Script, System, and Utilities Collection v0.1 (10/27/2015)
« Reply #59 on: January 25, 2016, 06:52:57 pm »

I know that most of your effort is going toward updating, but have you made any progress on add-attack (or attack-add as it's called in the OP)?  That way I won't need to worry about creatures biting with their tails :)

I have made some progress with that, but haven't fixed that exact bug yet. But that is on the list.
Appreciated... the bigger issue is making sure that the creatures get into a proper fight, but even just the one valid attack makes my mod much better than it was before you told me about this script.

So I am going to fix this issue this week and came up with a couple different solutions.

1. Add another token you can call, something like -attack BITE, it will then look at the attacking unit and see if it has a declared BITE attack, and if so use that attack (regardless of what body part you declared the attack with).

2. Look at what body part you declared, then look at the unit and see if it has an attack associated with the body part, then use that one.

3. A combination of the above, where if -attack isn't declared it looks at the body part, and if it is it ignores the body part.

2 and 3 are definitely the most work, but maybe are the best moving forward. The question for all three becomes, what if the unit doesn't have the desired attack. Does the script just not add an attack? Or does it pick a random attack the unit does have? Thoughts?
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