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Author Topic: [MODDING] 0.43.x QUESTIONS THREAD  (Read 201862 times)

Eric Blank

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #825 on: April 17, 2016, 11:04:34 pm »

Finally, FINALLY, FINALLY found out why my reactions were missing. [BUILDING:<BUILDING NAME>:<BUILDING KEY>] was missing the "<BUILDING KEY>" part. I swear when I noticed I spent about three minutes just staring in disbelief at my own imbecility.

If you haven't had moments like these at least once a month, you're not modding right. :P
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I make Spellcrafts!
I have no idea where anything is. I have no idea what anything does. This is not merely a madhouse designed by a madman, but a madhouse designed by many madmen, each with an intense hatred for the previous madman's unique flavour of madness.

Rekov

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #826 on: April 19, 2016, 01:11:23 am »

How would I change the type of biome a civ gets placed in during world creation. For example, if I wanted elves to spawn in colder forests, not just the tropical ones?
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BlackFlyme

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #827 on: April 19, 2016, 01:28:10 am »

Change their START_BIOME and BIOME_SUPPORT tags in their entity file to the biomes you wish for them to settle in the most.

Here's the biome token list, if you need them.
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Jerry The Hellbound

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #828 on: April 19, 2016, 11:58:13 am »

https://youtu.be/mfnVO-YiXcM
Using this. I unlock that really weird part in my mind when token coding.
Btw what do the guys like Putnam or ZM5 (especially when you start to see his 7 sin stuff :P) hear or watch to get to that really weird part of their mind?
« Last Edit: April 19, 2016, 12:01:19 pm by Jerry The Hellbound »
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Jerry.
This is also for my Custom Race: Solari! (Currently outdated)
http://www.bay12forums.com/smf/index.php?topic=155455.0
Also made that awesome avatar. took me hours with Gimp: (also the two light & dark sprites are from Stardew Valley)
http://i.imgur.com/8x7aX7T.png

Putnam

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #829 on: April 19, 2016, 05:15:54 pm »

i listen mostly to the entire homestuck discography on shuffle

ZM5

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #830 on: April 19, 2016, 05:23:11 pm »

Mastodon, Disturbed, Amon Amarth and Manowar. Why?

Didn't think I'd get called out on here, tbh.
« Last Edit: April 19, 2016, 05:26:01 pm by ZM5 »
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Jerry The Hellbound

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #831 on: April 19, 2016, 06:12:04 pm »

Mastodon, Disturbed, Amon Amarth and Manowar. Why?

Didn't think I'd get called out on here, tbh.
Curiousity really. Wondering what'll get me to go crazy on the gory way to kill an enemy when ingame
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Jerry.
This is also for my Custom Race: Solari! (Currently outdated)
http://www.bay12forums.com/smf/index.php?topic=155455.0
Also made that awesome avatar. took me hours with Gimp: (also the two light & dark sprites are from Stardew Valley)
http://i.imgur.com/8x7aX7T.png

Roach

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #832 on: April 20, 2016, 11:50:50 am »

I am trying to mod in dwarven headbutts (this can only go well). Below is what I have so far:

Spoiler (click to show/hide)

I have questions three:
  • Have I got the velocity multiplier right? I'm assuming it works the same way as weapons but I remember reading something on the wiki that threw me off. I'm trying to headbutt at 4x normal velocity to simulate the fact that getting headbutted really hurts, not 4000x.
  • How do I implement adding a "dizzy" effect upon the headbutt hitting? Will I need to use the inject whizzbang that scorpions use? I'm not sure if I'll go through with this but it's a neat idea.
  • Most importantly, how do I get this to work? I got "[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD]" by just knocking the teeth bit off the end, but that doesn't work in arena mode. I've a feeling it has something to do with the :BITE: bit, but I've no idea how to add a new token of that type to the game (or even what that token is), and swapping it out for :PUNCH: didn't work. How do I make dorfs smack folks with their noggins?
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How do I do it? Prune juice.

ZM5

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #833 on: April 20, 2016, 12:01:11 pm »

I am trying to mod in dwarven headbutts (this can only go well). Below is what I have so far:

Spoiler (click to show/hide)

I have questions three:
  • Have I got the velocity multiplier right? I'm assuming it works the same way as weapons but I remember reading something on the wiki that threw me off. I'm trying to headbutt at 4x normal velocity to simulate the fact that getting headbutted really hurts, not 4000x.
  • How do I implement adding a "dizzy" effect upon the headbutt hitting? Will I need to use the inject whizzbang that scorpions use? I'm not sure if I'll go through with this but it's a neat idea.
  • Most importantly, how do I get this to work? I got "[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD]" by just knocking the teeth bit off the end, but that doesn't work in arena mode. I've a feeling it has something to do with the :BITE: bit, but I've no idea how to add a new token of that type to the game (or even what that token is), and swapping it out for :PUNCH: didn't work. How do I make dorfs smack folks with their noggins?
1. You should test it in arena, I put something like 400 on natural slashing attacks for one of my races and it causes lots of damage only on naked targets of a similar size - armored targets are protected from it and so are most bigger targets.
2. Yeah, unfortunately that's the only way to have a interaction-on-hit right now, AFAIK.
3. That's because you have the CHILD_BODYPART_GROUP there. Its used for biting so that it AFAIK randomly selects one of the bodyparts attached to the body part (in case of biting it looks for teeth attached to the head) on an attack - if it was just tagged [ATTACK:BITE:BODYPART:BY_CATEGORY:TEETH] it would have several entries for biting for each individual set of teeth as it would with individual hands for punches.
For a headbutt you just want [ATTACK:PUNCH:BODYPART:BY_CATEGORY:HEAD].

Roach

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #834 on: April 20, 2016, 12:14:29 pm »

<helpful things>

You da man, thanks very much.



I'm curious: what's the difference between ATTACK:PUNCH and ATTACK:KICK?
« Last Edit: April 20, 2016, 12:26:13 pm by Roach »
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How do I do it? Prune juice.

ZM5

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #835 on: April 20, 2016, 12:18:13 pm »

I don't think there actually is any, tbh, all that really matters is how you set up the tokens that come after it. DFwiki doesn't have anything about it, either.

Nahere

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #836 on: April 20, 2016, 04:01:33 pm »

Presumably it would be whether it uses the striker or kicker skill.
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ZM5

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #837 on: April 20, 2016, 04:04:04 pm »

No, that's determined by the [ATTACK_SKILL:X] token.

BlackFlyme

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #838 on: April 20, 2016, 04:52:02 pm »

I'm curious: what's the difference between ATTACK:PUNCH and ATTACK:KICK?

Those are the attack IDs.
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Putnam

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #839 on: April 20, 2016, 06:21:02 pm »

And duping them is something you should not do because doing that replaces earlier ones. Your dwarves can only headbutt instead of punch now.
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