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Author Topic: What's going on in your modding?  (Read 275115 times)

ZM5

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Re: What's going on in your modding?
« Reply #795 on: March 06, 2019, 04:36:56 pm »

I thought the great thief Yatagarasu was just a young girl and not a freak of nature?

Eric Blank

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Re: What's going on in your modding?
« Reply #796 on: March 06, 2019, 06:56:29 pm »

Am I a real modder now?

Not until youve abused this power to concoct something entirely too lewd like putting boobs on everything. Only then have you fully adopted the modding.
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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.

SQman

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Re: What's going on in your modding?
« Reply #797 on: March 07, 2019, 03:57:37 am »

I thought the great thief Yatagarasu was just a young girl and not a freak of nature?

You can't convince me a girl who sticks a key into her hair as a fashion statement isn't a freak of nature.
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Snowdrift

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Re: What's going on in your modding?
« Reply #798 on: March 07, 2019, 02:15:04 pm »

I've just put up a simple mod that adds proper fish tails (plus a few flavor changes) to merpeople. I wrote it just to learn the body programming as well as a base for some future modding plans, (I'm avoiding DFHack for now to spare myself getting caught up in it).

As result of avoiding DFHack, I started work on a possible overhaul mod in the world of Monster Hunter (I'm surprised to find it hadn't been done yet.) I've modded in more powerful humans, their wyverian allies, and the bases of all the primary weapon types. I'm working on basic creatures right now, and have only got as far as finishing aptonoth (dino-cows) and kelbi (colorful deer/goats), but hoping to get to bird wyvern soon. (A few of the weapon types have no chance of functioning faithfully without DFHack, but I've estimated them as best I could.)

Combat seems to be somehow more brutal with my weapons. Bowguns reliably chip bone on unarmored targets, and a single 1h-sword user was able to reliably and quickly win against aptonoth (bleeding) and kelbi (decapitation, with rather unnerving frequency). Things are bound to get crazier when I get towards later end enemies. Greatswords and Longsword spirit blade attacks are incredibly devastating.

At the moment, I'm not sure if I can prevent the player from just making weapons with basic metal aside from removing standard forging ability (most weapons are made with combinations of monster pieces, metals, and bone in the series). The same applies to ammo types (which I think is bound in the system in the same way), so you can make pheremone shots out of iron or silver. I'm currently working with putting all the weapon stuff in its own respective crafting stations with corrected recipes.

If there is interest then I'll probably try and take it to a total overhaul, but for now I'm just adding things to it. I'll probably stick the files up too at some point like I did with the merpeople files. I've got some other ideas that I'd like to work on as well, but I'm not sure if I'll ever get to them.
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Sver

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Re: What's going on in your modding?
« Reply #799 on: March 08, 2019, 03:53:39 am »

Been playing around with giving combat skills a very high value in SKILL_LEARN_RATE, and it actually works in worldgen and such! I've been overlooking this tag in favor of NATURAL_SKILL, but it appears that the former is much more effective and versatile: unlike the latter, it does not screw with unit types (natural weapon skills turn every visiting adventurer into an axeman), and it actually works for player-controlled adventurers. Also, worldgen battles are not as one-sided as with the use of NATURAL_SKILL, yet war veterans are notoriously more skilled than fresh levies, so the old-favorite goblin weapon masters are back on menu!

However, I've yet to test extensively how difficult it is to defeat such a force. The current weapon skill setting of 1500 just might be too hardcore. Regardless, prolonged melee is a really bad idea now, as the invaders "adapt" to fighting even an all-legendary militia.
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DF Combat Reworked
No overpowered force transfer, no easy life without a kidney, more functional variety among the weapons and other improvements.

Eric Blank

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Re: What's going on in your modding?
« Reply #800 on: March 08, 2019, 10:51:11 am »

Made the essences spawn as vermin which can bite, infusing their power and dying. Now the "learning" reaction has a chance of spawning those as well as the consumable item.
Also, each school is its own species now, which allows me to make them default pets for some entities, allowing them to trade the essences in caravans and such, but only of those schools their entity is familiar with. Want to make a more sensible "learning" system out of it, too, but how im not sure.
Maybe ill go with creating a slate for each essence, which duplicate that particular essence reliably. Because the current random chance to create any of a number of essences is kinda silly as a system of teaching your pupils. But does fit more with the theme that magic isnt something that can be accurately catalouged and understood.

Its a shame you cant get any old interactions to be written down in a book even if you have the tags for all that, and trigger it with the syndrome. Because that would be so much easier. Tried it, either they had to work as a secret and wouldnt be "contracted" through a syndrome, or syndrome-obtained interactions never get written down.

I also made most of the vanilla large wildlife milkable, where i thought it made sense. So i can milk moose and rhinos as well as muskoxen.
« Last Edit: March 08, 2019, 11:33:44 am by Eric Blank »
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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.

SQman

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Re: What's going on in your modding?
« Reply #801 on: March 08, 2019, 04:47:45 pm »

Feels weird that people talk about advanced stuff like vermin-based magic systems and whatnot, and I just keep going on about my babby steps into modding. Whatever.

Today I learned about creature variations. Had to make a new body plan and a new variation so that my yatagarasu people can have three legs as they should. Sure, tripedalism kinda defeats the purpose of an animal person, but bipedalism defeats the purpose of a three-legged crow.

Spoiler: Look, three legs! (click to show/hide)

Also, I think my barometz reaction was working entirely on wishful thinking before. Getting fruit involved in reactions really makes things complicated. I think I handled that somehow, but I need to test it properly.
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Eric Blank

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Re: What's going on in your modding?
« Reply #802 on: March 08, 2019, 05:10:32 pm »

To be fair, body detail plans and creature variations turn out to be at the root of like 2/3 of the mistakes i make. That shit isnt easy.
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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.

SQman

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Re: What's going on in your modding?
« Reply #803 on: March 11, 2019, 01:44:58 pm »



My dwarves are now ready to face any Terror From The Deep. I resorted to a clunky workaround where a single projectile is called 'sonic blast', but plural is 'sonic blasta rifle clips'. Just now I realized it's supposed to be 'sonic-blasta' with a hyphen. Also, 'whips' isn't really the best word to use.

I know copper sonic blasts seem silly, but I wasn't serious even for a while when making this.

Edit: Added aqua plastics and zrbite that will only be available to deep ones through special reactions. Aqua plastics is a metal for weapons and armor, but cannot be made into ammo. Zrbite is as valuable as platinum, as dense as silver, but can only be used for ammo because zrbite is used for powering sonic-blasta rifles.
« Last Edit: March 11, 2019, 04:28:30 pm by SQman »
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that_eye

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Re: What's going on in your modding?
« Reply #804 on: March 11, 2019, 01:53:55 pm »

I put the finishing touches on my psionics mod and have released it on the mod releases sub-forum! I would love some feedback from you guys if you're interested. I plan on expanding it in the future, but I'm just so happy to have released something on these masterwork forums. Couldn't have done it without you all!
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SQman

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Re: What's going on in your modding?
« Reply #805 on: March 12, 2019, 04:38:41 am »



I have lost control of my life.
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ZM5

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Re: What's going on in your modding?
« Reply #806 on: March 12, 2019, 06:21:54 am »

Is this foreshadowing for Dungeonevened 2?

SQman

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Re: What's going on in your modding?
« Reply #807 on: March 12, 2019, 07:31:40 am »

It's just me doing absolutely everything other than working on those damn entities for Dungeonevened 2. Seriously, making luminous/metalwood/glass/gem reactions for all relevant weapons from mods is ridiculously tedious. Adding Jojo references is much more fun.

Code: [Select]
[PERMITTED_REACTION:METALWOOD_PICK]
[PERMITTED_REACTION:GEM_ITEM_WEAPON_PICK]
[PERMITTED_REACTION:CLEAR_GLASS_ITEM_WEAPON_PICK]
[PERMITTED_REACTION:GREEN_GLASS_ITEM_WEAPON_PICK]
[PERMITTED_REACTION:CRYSTAL_GLASS_ITEM_WEAPON_PICK]

WEAPONS:

SWORDS:
[WEAPON:ITEM_WEAPON_SWORD_SABER]
[PERMITTED_REACTION:KO_DF_MAKE_LUMINOUS_SABER]
[PERMITTED_REACTION:METALWOOD_SABER]
[PERMITTED_REACTION:GEM_ITEM_WEAPON_SWORD_SABER]
[PERMITTED_REACTION:CLEAR_GLASS_ITEM_WEAPON_SWORD_SABER]
[PERMITTED_REACTION:GREEN_GLASS_ITEM_WEAPON_SWORD_SABER]
[PERMITTED_REACTION:CRYSTAL_GLASS_ITEM_WEAPON_SWORD_SABER]

[WEAPON:ITEM_WEAPON_RAPIER_ZM5]
[PERMITTED_REACTION:KO_DF_MAKE_LUMINOUS_RAPIER]
[PERMITTED_REACTION:METALWOOD_RAPIER]
[PERMITTED_REACTION:GEM_ITEM_WEAPON_RAPIER]
[PERMITTED_REACTION:CLEAR_GLASS_ITEM_WEAPON_RAPIER]
[PERMITTED_REACTION:GREEN_GLASS_ITEM_WEAPON_RAPIER]
[PERMITTED_REACTION:CRYSTAL_GLASS_ITEM_WEAPON_RAPIER]

[WEAPON:ITEM_WEAPON_SWORD_2H]
[PERMITTED_REACTION:KO_DF_MAKE_LUMINOUS_2SWORD2]
[PERMITTED_REACTION:METALWOOD_2SWORD2]
[PERMITTED_REACTION:GEM_ITEM_WEAPON_SWORD_2H2]
[PERMITTED_REACTION:CLEAR_GLASS_ITEM_WEAPON_SWORD_2H2]
[PERMITTED_REACTION:GREEN_GLASS_ITEM_WEAPON_SWORD_2H2]
[PERMITTED_REACTION:CRYSTAL_GLASS_ITEM_WEAPON_SWORD_2H2]

AXES:
[WEAPON:ITEM_WEAPON_AXE_BATTLE]
[PERMITTED_REACTION:KO_DF_MAKE_LUMINOUS_AXE]
[PERMITTED_REACTION:METALWOOD_RAPIER]
[PERMITTED_REACTION:GEM_ITEM_WEAPON_RAPIER]
[PERMITTED_REACTION:CLEAR_GLASS_ITEM_WEAPON_RAPIER]
[PERMITTED_REACTION:GREEN_GLASS_ITEM_WEAPON_RAPIER]
[PERMITTED_REACTION:CRYSTAL_GLASS_ITEM_WEAPON_RAPIER]

[WEAPON:ITEM_WEAPON_HALBERD]
[PERMITTED_REACTION:KO_DF_MAKE_LUMINOUS_HALBERD]
[PERMITTED_REACTION:METALWOOD_HALBERD]
[PERMITTED_REACTION:GEM_ITEM_WEAPON_HALBERD]
[PERMITTED_REACTION:GREEN_GLASS_ITEM_WEAPON_HALBERD]
[PERMITTED_REACTION:CLEAR_GLASS_ITEM_WEAPON_HALBERD]
[PERMITTED_REACTION:CRYSTAL_GLASS_ITEM_WEAPON_HALBERD]

HAMMERS:
[WEAPON:ITEM_WEAPON_HAMMER_WAR]
[PERMITTED_REACTION:METALWOOD_HAMMER]
[PERMITTED_REACTION:GEM_ITEM_WEAPON_HAMMER_WAR]
[PERMITTED_REACTION:CLEAR_GLASS_ITEM_WEAPON_HAMMER_WAR]
[PERMITTED_REACTION:GREEN_GLASS_ITEM_WEAPON_HAMMER_WAR]
[PERMITTED_REACTION:CRYSTALLEAR_GLASS_ITEM_WEAPON_HAMMER_WAR]

[WEAPON:ITEM_WEAPON_MAUL]
[PERMITTED_REACTION:GEM_ITEM_WEAPON_MAUL]
[PERMITTED_REACTION:CLEAR_GLASS_ITEM_WEAPON_MAUL]
[PERMITTED_REACTION:GREEN_GLASS_ITEM_WEAPON_MAUL]
[PERMITTED_REACTION:CRYSTAL_GLASS_ITEM_WEAPON_MAUL]
[PERMITTED_REACTION:METALWOOD_MAUL]

[WEAPON:ITEM_WEAPON_HORSEMANS_PICK_ZM5]
[PERMITTED_REACTION:KO_DF_MAKE_LUMINOUS_HORSEMANS_PICK]
[PERMITTED_REACTION:METALWOOD_HORSEMANS_PICK]
[PERMITTED_REACTION:GEM_ITEM_WEAPON_HORSEMANS_PICK]
[PERMITTED_REACTION:CLEAR_GLASS_ITEM_WEAPON_HORSEMANS_PICK]
[PERMITTED_REACTION:GREEN_GLASS_ITEM_WEAPON_HORSEMANS_PICK]
[PERMITTED_REACTION:CRYSTAL_GLASS_ITEM_WEAPON_HORSEMANS_PICK]

MACES:
[WEAPON:ITEM_WEAPON_MORNINGSTAR]
[PERMITTED_REACTION:KO_DF_MAKE_LUMINOUS_MORNINGSTAR]
[PERMITTED_REACTION:METALWOOD_MORNINGSTAR]
[PERMITTED_REACTION:GEM_ITEM_WEAPON_MORNINGSTAR]
[PERMITTED_REACTION:CLEAR_GLASS_ITEM_WEAPON_MORNINGSTAR]
[PERMITTED_REACTION:GREEN_GLASS_ITEM_WEAPON_MORNINGSTAR]
[PERMITTED_REACTION:CRYSTAL_GLASS_ITEM_WEAPON_MORNINGSTAR]

[WEAPON:ITEM_WEAPON_MACE]
[PERMITTED_REACTION:METALWOOD_MACE]
[PERMITTED_REACTION:GEM_ITEM_WEAPON_MACE]
[PERMITTED_REACTION:CLEAR_GLASS_ITEM_WEAPON_MACE]
[PERMITTED_REACTION:GREEN_GLASS_ITEM_WEAPON_MACE]
[PERMITTED_REACTION:CRYSTAL_GLASS_ITEM_WEAPON_MACE]

SPEARS:
[WEAPON:ITEM_WEAPON_SPEAR]
[PERMITTED_REACTION:KO_DF_MAKE_LUMINOUS_SPEAR]
[PERMITTED_REACTION:METALWOOD_SPEAR]
[PERMITTED_REACTION:GEM_ITEM_WEAPON_SPEAR]
[PERMITTED_REACTION:CLEAR_GLASS_ITEM_WEAPON_SPEAR]
[PERMITTED_REACTION:GREEN_GLASS_ITEM_WEAPON_SPEAR]
[PERMITTED_REACTION:CRYSTAL_GLASS_ITEM_WEAPON_SPEAR]

[WEAPON:ITEM_WEAPON_STAFF]
[PERMITTED_REACTION:METALWOOD_STAFF]
[PERMITTED_REACTION:GEM_ITEM_WEAPON_STUDDED_STAFF]
[PERMITTED_REACTION:CLEAR_GLASS_ITEM_WEAPON_STUDDED_STAFF]
[PERMITTED_REACTION:GREEN_GLASS_ITEM_WEAPON_STUDDED_STAFF]
[PERMITTED_REACTION:CRYSTAL_GLASS_ITEM_WEAPON_STUDDED_STAFF]

PIKES:
[WEAPON:ITEM_WEAPON_PIKE]
[PERMITTED_REACTION:KO_DF_MAKE_LUMINOUS_PIKE]
[PERMITTED_REACTION:METALWOOD_PIKE]
[PERMITTED_REACTION:GEM_ITEM_WEAPON_PIKE]
[PERMITTED_REACTION:CLEAR_GLASS_ITEM_WEAPON_PIKE]
[PERMITTED_REACTION:GREEN_GLASS_ITEM_WEAPON_PIKE]
[PERMITTED_REACTION:CRYSTAL_GLASS_ITEM_WEAPON_PIKE]

WHIPS:
[WEAPON:ITEM_WEAPON_DDU_CAT_O_NINE_TAILS]
[PERMITTED_REACTION:KO_DF_MAKE_LUMINOUS_CAT]
[PERMITTED_REACTION:METALWOOD_CAT]
[PERMITTED_REACTION:GEM_ITEM_WEAPON_CAT]
[PERMITTED_REACTION:CLEAR_GLASS_ITEM_WEAPON_CAT]
[PERMITTED_REACTION:GREEN_GLASS_ITEM_WEAPON_CAT]
[PERMITTED_REACTION:CRYSTAL_GLASS_ITEM_WEAPON_CAT]

KNIVES:
[WEAPON:RHENAYAS_DROW_ITEM_WEAPON_DAGGER]
[PERMITTED_REACTION:KO_DF_MAKE_LUMINOUS_KNIFE]
[PERMITTED_REACTION:METALWOOD_KNIFE]
[PERMITTED_REACTION:GEM_ITEM_WEAPON_KNIFE]
[PERMITTED_REACTION:CLEAR_GLASS_ITEM_WEAPON_KNIFE]
[PERMITTED_REACTION:GREEN_GLASS_ITEM_WEAPON_KNIFE]
[PERMITTED_REACTION:CRYSTAL_GLASS_ITEM_WEAPON_KNIFE]
GUNS:
[WEAPON:ITEM_WEAPON_PISTOL]
[PERMITTED_REACTION:METALWOOD_PISTOL]
[PERMITTED_REACTION:GEM_ITEM_WEAPON_PISTOL]
[PERMITTED_REACTION:CLEAR_GLASS_ITEM_WEAPON_PISTOL]
[PERMITTED_REACTION:GREEN_GLASS_ITEM_WEAPON_PISTOL]
[PERMITTED_REACTION:CRYSTAL_GLASS_ITEM_WEAPON_PISTOL]

[WEAPON:ITEM_WEAPON_MUSKET]
[PERMITTED_REACTION:METALWOOD_MUSKET]
[PERMITTED_REACTION:GEM_ITEM_WEAPON_MUSKET]
[PERMITTED_REACTION:CLEAR_GLASS_ITEM_WEAPON_MUSKET]
[PERMITTED_REACTION:GREEN_GLASS_ITEM_WEAPON_MUSKET]
[PERMITTED_REACTION:CRYSTAL_GLASS_ITEM_WEAPON_MUSKET]

[AMMO:ITEM_AMMO_BULLET]
[PERMITTED_REACTION:KO_DF_MAKE_LUMINOUS_BULLET]
[PERMITTED_REACTION:METALWOOD_BULLET]
[PERMITTED_REACTION:GEM_ITEM_AMMO_BULLET]
[PERMITTED_REACTION:CLEAR_GLASS_ITEM_AMMO_BULLET]
[PERMITTED_REACTION:GREEN_GLASS_ITEM_AMMO_BULLET]
[PERMITTED_REACTION:CRYSTAL_GLASS_ITEM_AMMO_BULLET]


[ARMOR:ITEM_ARMOR_BREASTPLATE:COMMON]
[PERMITTED_REACTION:METALWOOD_BREASTPLATE]
[PERMITTED_REACTION:GEM_ITEM_ARMOR_BREASTPLATE]
[PERMITTED_REACTION:CLEAR_GLASS_ITEM_ARMOR_BREASTPLATE]
[PERMITTED_REACTION:GREEN_GLASS_ITEM_ARMOR_BREASTPLATE]
[PERMITTED_REACTION:CRYSTAL_GLASS_ITEM_ARMOR_BREASTPLATE]
[ARMOR:ITEM_ARMOR_MAIL_SHIRT:COMMON]
[PERMITTED_REACTION:METALWOOD_MAIL_SHIRT]
[ARMOR:ITEM_ARMOR_LEATHER:COMMON]
[ARMOR:ITEM_ARMOR_COAT:COMMON]
[ARMOR:ITEM_ARMOR_SHIRT:COMMON]
[ARMOR:ITEM_ARMOR_CLOAK:COMMON]
[ARMOR:ITEM_ARMOR_TUNIC:COMMON]
[ARMOR:ITEM_ARMOR_CAPE:COMMON]
[ARMOR:ITEM_ARMOR_VEST:COMMON]
[ARMOR:ITEM_ARMOR_DRESS:COMMON]
[ARMOR:ITEM_ARMOR_ROBE:COMMON]
[HELM:ITEM_HELM_HELM:COMMON]
[PERMITTED_REACTION:GEM_HELM]
[PERMITTED_REACTION:GLASS_CLEAR_HELM]
[PERMITTED_REACTION:GLASS_GREEN_HELM]
[PERMITTED_REACTION:GLASS_CRYSTAL_HELM]
[PERMITTED_REACTION:METALWOOD_HELM]
[HELM:ITEM_HELM_CAP:COMMON]
[PERMITTED_REACTION:METALWOOD_CAP]
[PERMITTED_REACTION:GEM_ITEM_HELM_CAP]
[PERMITTED_REACTION:CLEAR_GLASS_ITEM_HELM_CAP]
[PERMITTED_REACTION:GREEN_GLASS_ITEM_HELM_CAP]
[PERMITTED_REACTION:CRYSTAL_GLASS_ITEM_HELM_CAP]
[HELM:ITEM_HELM_HOOD:COMMON]
[HELM:ITEM_HELM_COIF_ZM5:COMMON]
[PERMITTED_REACTION:METALWOOD_COIF]
[GLOVES:ITEM_GLOVES_GAUNTLETS:COMMON]
[PERMITTED_REACTION:METALWOOD_GAUNTLET]
[PERMITTED_REACTION:GEM_ITEM_GLOVES_GAUNTLETS]
[PERMITTED_REACTION:CLEAR_GLASS_ITEM_GLOVES_GAUNTLETS]
[PERMITTED_REACTION:GREEN_GLASS_ITEM_GLOVES_GAUNTLETS]
[PERMITTED_REACTION:CRYSTAL_GLASS_ITEM_GLOVES_GAUNTLETS]
[GLOVES:ITEM_GLOVES_GLOVES:COMMON]
[GLOVES:ITEM_GLOVES_MITTENS:UNCOMMON]
[SHOES:ITEM_SHOES_SHOES:COMMON]
[SHOES:ITEM_SHOES_BOOTS:COMMON]
[PERMITTED_REACTION:GEM_ITEM_SHOES_BOOTS]
[PERMITTED_REACTION:CLEAR_GLASS_ITEM_SHOES_BOOTS]
[PERMITTED_REACTION:GREEN_GLASS_ITEM_SHOES_BOOTS]
[PERMITTED_REACTION:CRYSTAL_GLASS_ITEM_SHOES_BOOTS]
[PERMITTED_REACTION:METALWOOD_HIGH_BOOT]
[SHOES:ITEM_SHOES_BOOTS_LOW:COMMON]
[PERMITTED_REACTION:GEM_ITEM_SHOES_BOOTS_LOW]
[PERMITTED_REACTION:CLEAR_GLASS_ITEM_SHOES_BOOTS_LOW]
[PERMITTED_REACTION:GREEN_GLASS_ITEM_SHOES_BOOTS_LOW]
[PERMITTED_REACTION:CRYSTAL_GLASS_ITEM_SHOES_BOOTS_LOW]
[PERMITTED_REACTION:METALWOOD_LOW_BOOT]
[SHOES:ITEM_SHOES_SOCKS:COMMON]
[SHOES:ITEM_SHOES_SANDAL:COMMON]
[SHOES:ITEM_SHOES_CHAUSSE:UNCOMMON]
[HELM:ITEM_HELM_TURBAN:RARE]
[HELM:ITEM_HELM_VEIL_FACE:RARE]
[HELM:ITEM_HELM_SCARF_HEAD:RARE]
[PANTS:ITEM_PANTS_PANTS:COMMON]
[PANTS:ITEM_PANTS_GREAVES:COMMON]
[PERMITTED_REACTION:GEM_ITEM_PANTS_GREAVES]
[PERMITTED_REACTION:CLEAR_GLASS_ITEM_PANTS_GREAVES]
[PERMITTED_REACTION:GREEN_GLASS_ITEM_PANTS_GREAVES]
[PERMITTED_REACTION:CRYSTAL_GLASS_ITEM_PANTS_GREAVES]
[PERMITTED_REACTION:METALWOOD_GREAVES]
[PANTS:ITEM_PANTS_LEGGINGS:COMMON]
[PERMITTED_REACTION:METALWOOD_LEGGINGS]
[PANTS:ITEM_PANTS_SKIRT:COMMON]
[PANTS:ITEM_PANTS_SKIRT_SHORT:COMMON]
[PANTS:ITEM_PANTS_SKIRT_LONG:COMMON]
[PANTS:ITEM_PANTS_BRAIES:UNCOMMON]
[SHIELD:ITEM_SHIELD_SHIELD]
[PERMITTED_REACTION:METALWOOD_SHIELD]
[PERMITTED_REACTION:GEM_ITEM_SHIELD_SHIELD]
[PERMITTED_REACTION:CLEAR_GLASS_ITEM_SHIELD_SHIELD]
[PERMITTED_REACTION:GREEN_GLASS_ITEM_SHIELD_SHIELD]
[PERMITTED_REACTION:CRYSTAL_GLASS_ITEM_SHIELD_SHIELD]
[SHIELD:RHENAYAS_DROW_ITEM_SHIELD_PARRY_DAGGER_LARGE]
[PERMITTED_REACTION:METALWOOD_DAGGER_PARRY]
[PERMITTED_REACTION:CLEAR_GLASS_ITEM_SHIELD_KNIFE]
[PERMITTED_REACTION:GREEN_GLASS_ITEM_SHIELD_KNIFE]
[PERMITTED_REACTION:CRYSTAL_GLASS_ITEM_SHIELD_KNIFE]
[PERMITTED_REACTION:GEM_ITEM_SHIELD_DAGGER]
[SIEGEAMMO:ITEM_SIEGEAMMO_BALLISTA]
[TRAPCOMP:ITEM_TRAPCOMP_GIANTAXEBLADE]
[TRAPCOMP:ITEM_TRAPCOMP_ENORMOUSCORKSCREW]
[TRAPCOMP:ITEM_TRAPCOMP_SPIKEDBALL]
[TRAPCOMP:ITEM_TRAPCOMP_LARGESERRATEDDISC]
[TRAPCOMP:ITEM_TRAPCOMP_MENACINGSPIKE]
[TRAPCOMP:ITEM_TRAPCOMP_KO_DF_NEEDLEMASS]
[TRAPCOMP:ITEM_TRAPCOMP_KO_DF_NECKBREAK]
[TRAPCOMP:ITEM_TRAPCOMP_KO_DF_FAN]
[PERMITTED_REACTION:GEM_ITEM_TRAPCOMP_GIANTAXEBLADE]
[PERMITTED_REACTION:GEM_ITEM_TRAPCOMP_ENORMOUSCORKSCREW]
[PERMITTED_REACTION:GEM_ITEM_TRAPCOMP_SPIKEDBALL]
[PERMITTED_REACTION:GEM_ITEM_TRAPCOMP_LARGESERRATEDDISC]
[PERMITTED_REACTION:GEM_ITEM_TRAPCOMP_MENACINGSPIKE]
[PERMITTED_REACTION:CLEAR_GLASS_ITEM_TRAPCOMP_GIANTAXEBLADE]
[PERMITTED_REACTION:CLEAR_GLASS_ITEM_TRAPCOMP_ENORMOUSCORKSCREW]
[PERMITTED_REACTION:CLEAR_GLASS_ITEM_TRAPCOMP_SPIKEDBALL]
[PERMITTED_REACTION:CLEAR_GLASS_ITEM_TRAPCOMP_LARGESERRATEDDISC]
[PERMITTED_REACTION:CLEAR_GLASS_ITEM_TRAPCOMP_MENACINGSPIKE]
[PERMITTED_REACTION:GLASS_CRYSTAL_ITEM_TRAPCOMP_GIANTAXEBLADE]
[PERMITTED_REACTION:GLASS_CRYSTAL_ITEM_TRAPCOMP_ENORMOUSCORKSCREW]
[PERMITTED_REACTION:GLASS_CRYSTAL_ITEM_TRAPCOMP_SPIKEDBALL]
[PERMITTED_REACTION:GLASS_CRYSTAL_ITEM_TRAPCOMP_LARGESERRATEDDISC]
[PERMITTED_REACTION:GLASS_CRYSTAL_ITEM_TRAPCOMP_MENACINGSPIKE]
[PERMITTED_REACTION:GLASS_GREEN_ITEM_TRAPCOMP_GIANTAXEBLADE]
[PERMITTED_REACTION:GLASS_GREEN_ITEM_TRAPCOMP_ENORMOUSCORKSCREW]
[PERMITTED_REACTION:GLASS_GREEN_ITEM_TRAPCOMP_SPIKEDBALL]
[PERMITTED_REACTION:GLASS_GREEN_ITEM_TRAPCOMP_LARGESERRATEDDISC]
[PERMITTED_REACTION:GLASS_GREEN_ITEM_TRAPCOMP_MENACINGSPIKE]
[PERMITTED_REACTION:GEM_ITEM_TRAPCOMP_NEEDLEMASS]
[PERMITTED_REACTION:CLEAR_GLASS_ITEM_TRAPCOMP_NEEDLEMASS]
[PERMITTED_REACTION:GREEN_GLASS_ITEM_TRAPCOMP_NEEDLEMASS]
[PERMITTED_REACTION:CRYSTAL_GLASS_ITEM_TRAPCOMP_NEEDLEMASS]
[PERMITTED_REACTION:GEM_ITEM_TRAPCOMP_NECKBREAK]
[PERMITTED_REACTION:CLEAR_GLASS_ITEM_TRAPCOMP_NECKBREAK]
[PERMITTED_REACTION:GREEN_GLASS_ITEM_TRAPCOMP_NECKBREAK]
[PERMITTED_REACTION:CRYSTAL_GLASS_ITEM_TRAPCOMP_NECKBREAK]
[PERMITTED_REACTION:GEM_ITEM_TRAPCOMP_FAN]
[PERMITTED_REACTION:CLEAR_GLASS_ITEM_TRAPCOMP_FAN]
[PERMITTED_REACTION:GREEN_GLASS_ITEM_TRAPCOMP_FAN]
[PERMITTED_REACTION:CRYSTAL_GLASS_ITEM_TRAPCOMP_FAN]
Those are weapons, armors and trap components for the first entity, the high men. A lot of reactions were already made by the mods' authors (Meph, GoblinCookie, than402), but there was a lot to be done regardless.

Every weapon needs at least five new reactions, and sharp weapons require one more. I've decided to use more generic gear after all to spare myself extra work. At least now that I have high men finished, and all drow reactions made beforehand, I can just copy whole blocks of reactions for other entities.
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Eric Blank

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Re: What's going on in your modding?
« Reply #808 on: March 12, 2019, 11:54:35 am »

You got a lot on your plate for sure! How did it end up needing reactions for each item? Can they not be generically made or what?


In my own efforts, ive come up with a few new interactions wizards can teach. Im trying to make their teachings more unique to them and less spitting out the same spells you can get from any of the schools, and balancing it with their being a sort of true/neutral good character archetype like a race of gandalfs, not handing out dangerous or all-powerful spells to mortals like candy. So most of the cruder or evil-oriented spells, and really any fire spell since they could set the world ablaze, are right out.

For now, all they can teach are magic missile, which is just a weak aether bolt. They now also have Vanish, a hide effect which i dont even know if it will work with the sneak/observation mechanics thwt were implemented a while back. Theyve also gained self polymorphy, which just turns you into a normal fox, and Lucky Whisper, which is a self-only 200% skill roll on 100% of attempts, for 5 ticks adventure mode or 80 ticks dwarf mode. The last is "party Tricks," which is a greeting that spews a gas which gives people strong good thoughts like delight and joy.

Im really just struggling to come up with doable in-game, unique, morally neutral or good, not-all-powerful spells for them to teach. And i also disnt want them making your life difficult in fort mode, like turning all your livestock sentient and stuff. Theyve already got a big repertoir of their own.
« Last Edit: March 12, 2019, 11:56:51 am by Eric Blank »
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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.

SQman

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Re: What's going on in your modding?
« Reply #809 on: March 12, 2019, 11:59:46 am »

You got a lot on your plate for sure! How did it end up needing reactions for each item? Can they not be generically made or what?

Not sure what you meant by that. They can all be made out of metal, but I want to implement Meph's glass- and gemforge, Direforged's hall of light, and than's wonderworker workshops. It would be weird if only vanilla weapons were craftable in those while the civs have access to all sorts of modded stuff.
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