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Author Topic: What's going on in your modding?  (Read 273023 times)

KittyTac

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Re: What's going on in your modding?
« Reply #180 on: September 28, 2017, 09:00:04 pm »

Made these badass things:
Code: [Select]
[ITEM_WEAPON:ITEM_WEAPON_RAIL_ACCELERATOR]
[NAME:rail accelerator:rail accelerators]
[SIZE:400]
[SKILL:HAMMER]
[RANGED:CROSSBOW:RAIL_SHELL]
[SHOOT_FORCE:10000000]
[SHOOT_MAXVEL:20000000000]
[TWO_HANDED:0]
[MINIMUM_SIZE:30000]
[MATERIAL_SIZE:6]
[ATTACK:BLUNT:10000:4000:bash:bashes:NO_SUB:1250]
[ATTACK_PREPARE_AND_RECOVER:3:3]

Code: [Select]
[ITEM_AMMO:ITEM_AMMO_SHELL]
[NAME:rail accelerator shell:rail accelerator shells] make this out of slade, preferably
[CLASS:RAIL_SHELL]
[SIZE:1500]
[ATTACK:BLUNT:5:1000:bash:bashes:NO_SUB:1000]
[ATTACK_PREPARE_AND_RECOVER:3:3]

Has anybody got a clue on what are the caps for [SHOOT_FORCE] and [SHOOT_MAXVEL]?
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Lordsservent-san

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Re: What's going on in your modding?
« Reply #181 on: September 28, 2017, 11:33:07 pm »

Made these badass things:
Code: [Select]
[ITEM_WEAPON:ITEM_WEAPON_RAIL_ACCELERATOR]
[NAME:rail accelerator:rail accelerators]
[SIZE:400]
[SKILL:HAMMER]
[RANGED:CROSSBOW:RAIL_SHELL]
[SHOOT_FORCE:10000000]
[SHOOT_MAXVEL:20000000000]
[TWO_HANDED:0]
[MINIMUM_SIZE:30000]
[MATERIAL_SIZE:6]
[ATTACK:BLUNT:10000:4000:bash:bashes:NO_SUB:1250]
[ATTACK_PREPARE_AND_RECOVER:3:3]

Code: [Select]
[ITEM_AMMO:ITEM_AMMO_SHELL]
[NAME:rail accelerator shell:rail accelerator shells] make this out of slade, preferably
[CLASS:RAIL_SHELL]
[SIZE:1500]
[ATTACK:BLUNT:5:1000:bash:bashes:NO_SUB:1000]
[ATTACK_PREPARE_AND_RECOVER:3:3]

Has anybody got a clue on what are the caps for [SHOOT_FORCE] and [SHOOT_MAXVEL]?
The caps are about 5000 I think, though it could be higher depending on how the game USB coded and how good you are at coding.
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KittyTac

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Re: What's going on in your modding?
« Reply #182 on: September 30, 2017, 06:02:01 am »

Fun fact: Extremely high-weight items make you sanic-speed instead. Yay for carrying an entire armory in my backpack as a cat god! Also, super-deadly rail accelerator shells! Yay for g-editor!
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ZM5

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Re: What's going on in your modding?
« Reply #183 on: September 30, 2017, 10:16:52 am »

I'm thinking of eventually making an "additional creatures, plants and trees" pack to expand the good and evil biomes and give them different themes. A lot of them don't have too much uniqueness going for them admittedly, in terms of plants and creatures. Also would try to make them both a bit more difficult to settle with appropriate rewards (rare, expensive plants that maybe could be brewed into buff-giving drinks - or wild animals whose "leather" clothing actually offers high amounts of protection) - good biomes I think are in desperate need of that - in a way I kinda want to make them like the Hallow from Terraria - it may be considered a "good" area but its inhabitants would be far from nice or benevolent; core idea being is that both extremes are equally terrifying and deadly, only in drastically different ways.

Could also do some type of "good rain" for good biomes. Not sure what it'd do yet though admittedly; one concept I had was making wild animals with the NATURAL token turning homicidally insane (with OPPOSED_TO_LIFE and NOT_LIVING so they wouldn't attack each other) - though IIRC thats not one of the targettable tokens by interactions so I'll have to figure out something else.

D_E

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Re: What's going on in your modding?
« Reply #184 on: September 30, 2017, 10:26:20 am »

You can add [CREATURE_CLASS:NATURAL_ANIMAL] to everything with the [NATURAL] token.  I recommend doing that via a find/replace for [NATURAL]/[NATURAL][CREATURE_CLASS:NATURAL_ANIMAL]
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Mods I've done:
Zelda mod-mod, Beta in the Wild DF 47.04
Illithid Empire mod DF 31.25 (update canceled)
Spotter's Guide to Illithids (Genesis mod-mod) genesis 3.19a4 (update canceled)

ZM5

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Re: What's going on in your modding?
« Reply #185 on: September 30, 2017, 10:40:54 am »

That could actually work pretty well even if I don't like messing with vanilla raws.

Bearskie

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Re: What's going on in your modding?
« Reply #186 on: September 30, 2017, 11:30:47 am »

That could actually work pretty well even if I don't like messing with vanilla raws.

Well, if you don't mind hacky voodoo c_var magic, you could hitch a ride and drop this in one of the standard swim/crawl gaits.

Code: [Select]
[CV_CONVERT_TAG]
[CVCT_MASTER:NATURAL]
[CVCT_TARGET:NATURAL]
[CVCT_REPLACEMENT:CREATURE_CLASS:NATURAL_ANIMAL:[NATURAL]

Shonai_Dweller

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Re: What's going on in your modding?
« Reply #187 on: October 01, 2017, 04:33:24 pm »

Coming towards the end of hobbit development in my game. Now understand body parts and tissues slightly more than I did before.

Realized my hobbit foot-lice were too hot. Was wondering why arena scraps in which hobbits pummel each other to death with their feet ended up with horrific melting injuries.

Injured Hobbit feet will now successfully leak putrid seawater too. Will add some kind of syndrome to it later. Perhaps something that targets a specific race. Oh what Fun it would be for all the minotaur dancers in your tavern to suddenly become [Crazed]. In the far future, targeted cleaning jobs might make it actually fair...

Injured hobbit descriptions include 'his left foot's putrid seawater is gone' after it's leaked out. It's true, but I don't think it needs to be stated. Will try and see if it's possible to fix that before moving on.
« Last Edit: October 01, 2017, 04:34:55 pm by Shonai_Dweller »
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Enemy post

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Re: What's going on in your modding?
« Reply #188 on: October 02, 2017, 12:50:25 pm »

Updated Jawa Fortress. Mostly just fixing all the bugs I found while playing Fortress mode. I also added currently useless CREATURE_CLASS tags to various things in preparation for the new update's civ-specific creatures.

I'd like to add ice age animals like the saber-tooth tiger and woolly mammoth to my creatures pack, but I'm not sure if I'll have time before the new version is released.
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ZM5

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Re: What's going on in your modding?
« Reply #189 on: October 02, 2017, 04:16:48 pm »

I just got done with the Skeleton and Zombie invaders.

That only really leaves the Circus invaders left for me to do. I'm still not sure what I want the ventriloquist to look like, though. I was originally thinking it'd have the dummy coming out of a bloody hole in its stomach - but in gameplay terms the effect would be too similar to the conjoined twins; meanwhile any raising interactions would be in the hands of the puppeteer and (maybe) the ringmaster.
Also not sure what spells or abilities the Ringmaster would have. Maybe some weird combinations of buffs and debuffs - i.e he raises a random dwarves agility but lowers their strength, or making a dwarf inexhaustible but also having a chance of making them homicidally insane; alternatively some necromancy-related interactions, like turning corpses into backup performers (read: zombie clowns).

overseer05-15

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Re: What's going on in your modding?
« Reply #190 on: October 02, 2017, 07:35:03 pm »

Oh wait you mean actual circus and clowns
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Aranador

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Re: What's going on in your modding?
« Reply #191 on: October 02, 2017, 09:06:46 pm »

Redoing the MLP mod continues - all cutiemarks are in, but I am slacking off on finishing the mane hair colours - 95pct of the population still have white manes.  I decided to side track into more interesting elements of the mod, such as re-doing special abilities and reactions.  So some unicorns now have effective game impacting magic beyond 'telekinetic graspers' - Some can shoot minor blasts of magic, while a select few can fire more effective blasts, and the magical healer pony can provide a buff that (theoretically) doubles your recuperation rate.  Also, entertainers can greet people with a hoof bump that leaves a positive thought.  I need a few other good ideas for minor but useful interactions.

I've also rethought the weaponry and tools used by the ponies, focusing on weapons that would be possible to be somewhat effective if wielded in your mouth and swung using your neck muscles.  So they use cutlass swords - curve bladed weapons that deal their effect through slashing more than cleaving.  I've left spears in because you see them all over the show.  I also gave them a truncheon weapon, which is little more than a stick to thump things with.  I also gave them a 'chakka sling' which if you have ever been clay target shooting and used a hand sling to launch the target, you know what it is, but it is basically a stick with a socket at one end that you slot the projectile into, then you flick the sling to throw the weapon with greater force.  The projectile is a bladed disk or possibly all those left over CDs you have.

I included a very powerful katana weapon, but the difficulty in making it should see it reserved for your favourite heroes.  I am also pondering if to make some sort of 'mini-thunder cloud' weapon, but since I cant limit such a thing's use to pegasi (although I can tie it to alchemy that the other ponies don't have) I am not sure if I should, or even need to given that the chakka sling is available.

I cleaned up the existing straw and fleece reactions, so that they actually work, and am debating making some form of cloud production facility - although not sure if I should - both because it doesn't serve any real purpose and because again there is no way to limit cloud manipulation to just pegasi.  If it just becomes a 'free infinite building material' that uses water rather than clay, then it is sorta meh.  Still - I might include it just because of theme.

I am going to include some more aggressive civilizations to fight with, although I'll do them as a sort of add on module so you can choose to up your enemy count a la fort defence, or leave them out for happy pony utopia gaming.

And then there is still a thousand colour definitions to do.  Sigh.
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VolcanoQueen

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Re: What's going on in your modding?
« Reply #192 on: October 02, 2017, 09:26:35 pm »

I may have created pathfinding hell. I might remove my bee people's flight privileges until I finish testing... everything else.

Aranador

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Re: What's going on in your modding?
« Reply #193 on: October 05, 2017, 11:02:44 pm »

I kludged in a few 'to be finished later' placeholder elements, and am ready to begin testing and debugging of my MLP mod update.  With any luck, the mod will be playable very soon, and then extra stuff can be finished off later.  Whee.

edit

Well - other than a whole slew of cut and paste typos and a handful of mis-remembered skill tokens, everything appeared to work.  I was especially surprised when my more complicated reaction worked correctly first time. (and amused when an intermediate reaction where a cut-paste had left a wrong product in place resulted in a woven ruby basket)

So now I need to play through a fortress with the mod to see if everything plays out how I was hoping.  Like I needed an excuse to play the game :P
« Last Edit: October 06, 2017, 03:50:09 pm by Aranador »
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D_E

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Re: What's going on in your modding?
« Reply #194 on: October 15, 2017, 01:50:22 pm »

Spent an embarrassingly long time, while attempting to give a unique humanoid creature painted nails, trying to diagnose why the game insisted on describing the nail color as "the fifth toe, left foot's nail is painted crimson" or similar instead of just using the generic "nails:PLURAL" descriptor I was providing it.  Turns out, APP_MOD_NOUN is not the same thing as TLCM_NOUN!  Ah, copy-paste, my old nemesis, we meet again ::).
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Mods I've done:
Zelda mod-mod, Beta in the Wild DF 47.04
Illithid Empire mod DF 31.25 (update canceled)
Spotter's Guide to Illithids (Genesis mod-mod) genesis 3.19a4 (update canceled)
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