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Author Topic: Hacking in a new adventurer species  (Read 3185 times)

Zaratustra

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Hacking in a new adventurer species
« on: September 01, 2006, 01:50:00 am »

   

If you want to know what I did: I added this to raw/objects/entity_default.txt.

(edit: scroll down to get the updated data)

And then recreated the world so it'd spawn elephant civilizations.

I can't actually grab objects or wrestle people right now. Going to find what needs to be added for that.

[ September 01, 2006: Message edited by: Zaratustra ]

[ September 01, 2006: Message edited by: Zaratustra ]

[ September 01, 2006: Message edited by: Zaratustra ]

[ September 01, 2006: Message edited by: Zaratustra ]

Zaratustra

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Re: Hacking in a new adventurer species
« Reply #1 on: September 01, 2006, 02:03:00 am »

Found it.

(scroll down for updated code)

You can't do much wrestling with one limb, sadly, but you can still trunk-lock people or something.

[ September 01, 2006: Message edited by: Zaratustra ]

Citizen of Erl

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Re: Hacking in a new adventurer species
« Reply #2 on: September 01, 2006, 02:11:00 am »

You, sir, are truly a champ.
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Capntastic

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Re: Hacking in a new adventurer species
« Reply #3 on: September 01, 2006, 02:24:00 am »

This is hilarious.   It shouldn't be hard at all to make entirely new races once you realize what all of the modifiers are.

I should get to work on that.

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Captain Mayday

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Re: Hacking in a new adventurer species
« Reply #4 on: September 01, 2006, 02:43:00 am »

It's actually pretty easy. I've already added four armed giants, vampires, and scorpion men, as well as other giant beasties (giant wolves, crocs, and alligators).

I have also added big cats and bears the ability to use their forepaws to attack.

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Capntastic

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Re: Hacking in a new adventurer species
« Reply #5 on: September 01, 2006, 02:55:00 am »

Interesting.

Hopefully, when combat is improved, there's reasons to use lighter, quicker weapons as opposed to two-handed super axes.

I want to add in rapiers and stuff.

Maybe fencing could be similar to wrestling in that it has low damage, but can be used to mess up your opponent.  And a series of light thrusts and stabs could cause some bleeding.

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Captain Mayday

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Re: Hacking in a new adventurer species
« Reply #6 on: September 01, 2006, 03:12:00 am »

you could do that now.
Just add the following to your item_weapon.txt file in RAW and regen a world.

[ITEM_WEAPON:ITEM_WEAPON_RAPIER]
[NAME:rapier:rapiers]
[DAMAGE:100:PIERCE]
[WEIGHT:30]
[SKILL:SWORD]
[CRIT_BOOST:1]
[TWO_HANDED:4]
[MINIMUM_SIZE:4]
[MATERIAL_SIZE:3]

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Capntastic

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Re: Hacking in a new adventurer species
« Reply #7 on: September 01, 2006, 04:17:00 am »

Well yeah, but it's not worth the effort right now.


I made a playable Gecko-person race, and was amused to see they could use their tails to wield a weapon.

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Aquillion

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Re: Hacking in a new adventurer species
« Reply #8 on: September 01, 2006, 04:22:00 am »

I tried playing as a dragon and as a wizard.

Dragons were absurdly powerful, although of course there's no command to breathe fire or anything.  They can't speak or pick things up normally, but when you attack you'll sometimes tear bits of people off with your mouth.  Oh, you can't wrestle normally, again, but you do sometimes latch on with your bite and get the options to do a few wrestling moves from that...  just shaking them around, really.  And if you tear part of someone off, you can throw it at them or someone else.  I bruised an antman with the spinning torso of one of his friends.

Wizards of course don't have any magic yet, but they're still extremely strong and fast.  I recruited some other wizards and tore up a kobold stronghold until some of the archers and spearmen started getting critical hits on us.  For some reason, my wizards could only start as wrestlers, and all the people I recruited were wrestlers...  but I could still use bows and such that I found.

[ September 01, 2006: Message edited by: Aquillion ]

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Slime

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Re: Hacking in a new adventurer species
« Reply #9 on: September 01, 2006, 09:04:00 am »

Hah, earlier I was playing a size 50 hydra. It was pretty fun!
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Gedsaro

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Re: Hacking in a new adventurer species
« Reply #10 on: September 01, 2006, 09:25:00 am »

Hmm... After armies come into the game it would be interesting to have differnt animal civilizations at war. Or... Deamons vs Dragons! that would be fun.  :)
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PNB

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Re: Hacking in a new adventurer species
« Reply #11 on: September 01, 2006, 11:47:00 am »

DRAGON CIVILIZATION! Dragon fortress!
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HY DO THE DOGS KEEP EXPLODING?

grendel

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Re: Hacking in a new adventurer species
« Reply #12 on: September 01, 2006, 12:06:00 pm »

Does anyone know what the [COMMON_DOMESTIC] tag on the domestic creatures does? I'm wondering if creature with this tag are the ones that immigrants can randomly bring to your town in fortress mode.

[ September 01, 2006: Message edited by: grendel ]

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John Gaden

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Re: Hacking in a new adventurer species
« Reply #13 on: September 01, 2006, 01:34:00 pm »

Maybe they should add another class type, "zoo keeper." And then these zoo keepers will bring elephants and gecko-people to our dwarven forts.   :roll:
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Zaratustra

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Re: Hacking in a new adventurer species
« Reply #14 on: September 01, 2006, 03:02:00 pm »

Final version, at least for now. I tried to tack these in a single separate file, but no luck.

code:

entity_default.txt

[ENTITY:WHAT]
   [FOREST_SETTLEMENTS]
   [INDIV_CONTROLLABLE]
   [CREATURE:OLIPHAUNT]
   [TRANSLATION:DWARF]
   [WEAPON:ITEM_WEAPON_MACE]
   [WEAPON:ITEM_WEAPON_MAUL]
   [WEAPON:ITEM_WEAPON_FLAIL]
   [WEAPON:ITEM_WEAPON_MORNINGSTAR]
   [ARMOR:ITEM_ARMOR_COAT]
   [HELM:ITEM_HELM_CAP]
   [INSTRUMENT:ITEM_INSTRUMENT_TRUMPET]
   [SELECT_SYMBOL:ALL:PRIMITIVE]
   [SELECT_SYMBOL:ALL:VIOLENT]
   [SELECT_SYMBOL:ALL:WILD]
   [SELECT_SYMBOL:ALL:NEGATOR]
   [CULL_SYMBOL:ALL:SUBORDINATE]
   [CULL_SYMBOL:ALL:PEACE]
   [CULL_SYMBOL:ALL:GOOD]

creature_standard.txt

[CREATURE:OLIPHAUNT]
   [NAME:oliphaunt:oliphaunts:oliphaunt]
   [TILE:'E'][COLOR:7:0:0]
   [MODVALUE:3]
   [GENPOWER:3]
   [PREFSTRING:long memories]
   [INTELLIGENT]
   [CANOPENDOORS]
   [IVORY]
   [BODY:QUADRUPED:TAIL:2EYES:2EARS:GRASPTRUNK:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN]
   [SIZE:16]
   [MAXAGE:50:70]
   [ATTACK:MAIN:BYTYPE:STANCE:kick:kicks:1:2:BLUDGEON][ATTACKFLAG_WITH]
   [ATTACK:SECOND:BYTYPE:HEAD:tusk:tusks:1:2:PIERCE][ATTACKFLAG_WITH]   
   [CHILD:10][CHILDNAME:oliphaunt calf:oliphaunt calves]
   [FAT:10]
   [EQUIPS]
   [DIURNAL]
   [SPEECH:elf.txt]

body_default.txt

[BODY:GRASPTRUNK]
[BP:TRUNK:trunk][SMELL][GRASP][CONTYPE:HEAD]


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