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Author Topic: [38c] Martial arts mod and extensions v1.70. Hindentanic  (Read 27600 times)

Armok

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Re: [38c] Martial arts mod and extensions v1.70. Hindentanic
« Reply #30 on: January 19, 2008, 05:03:00 pm »

quote:
Originally posted by Sean Mirrsen:
<STRONG>They have the stone racegloss, so they are made of different materials. Pray not to encounter a raw adamantine one.</STRONG>

That reminded me of that troll in Discworld that was made out of diamond, and thus was king of all the trolls or so. [/of topic]
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Sean Mirrsen

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Re: [38c] Martial arts mod and extensions v1.70. Hindentanic
« Reply #31 on: January 19, 2008, 05:06:00 pm »

I might add gemstone shard golems (I was actually planning to), but then, what would you have as an itemcorpse?
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Dark

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Re: [38c] Martial arts mod and extensions v1.70. Hindentanic
« Reply #32 on: January 19, 2008, 09:40:00 pm »

quote:
what would you have as an itemcorpse?

A masterwork large gemstone of the same type as the golem or lots of masterwork cut gemstones if possible.

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Re: [38c] Martial arts mod and extensions v1.70. Hindentanic
« Reply #33 on: January 25, 2008, 12:52:00 am »

Masterwork statues made of the appropriate gem, obviously.
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Sean Mirrsen

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Re: [38c] Martial arts mod and extensions v1.70. Hindentanic
« Reply #34 on: January 25, 2008, 04:46:00 am »

Alas, it is not possible to have a creature have a gem matgloss, because gems are not gems per se. Maybe if Toady was to finally get around to implementing referencing within the raws, we could have gems embedded in stone, rather than having "gem" stone. As it is, however, it is only possible to give a creature the "stone" matgloss. I'm thinking about a vine golem in the meantime, but the shard golems and shard elementals that I already added (along with a shard sword and a shard shield, itemcorpses for them) already make some nice challenges. The elemental is airborne. I encountered two in a chasm in a recent fort.
I'll release the next version when enough changes have accumulated. I think "enough" will be when I make sense of the vine golems (misquoting Toady, "I think I added an excessive number of constructs."), and add some more weapons to the fray.
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Multiworld Madness Archive:
Game One, Discontinued at World 3.
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"Europe has to grow out of the mindset that Europe's problems are the world's problems, but the world's problems are not Europe's problems."
- Subrahmanyam Jaishankar, Minister of External Affairs, India

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Re: [38c] Martial arts mod and extensions v1.70. Hindentanic
« Reply #35 on: January 25, 2008, 12:26:00 pm »

Gems are now a type of stone.  Have the creatures made of stone with the appropriate gem matgloss.  Pretty simple.

Put this on the creature

code:
[MATERIAL:STONE:<gem>]
[ITEMCORPSE:STATUE:NO_SUBTYPE:STONE:<gem>]
[ITEMCORPSE_QUALITY:5]

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Sean Mirrsen

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Re: [38c] Martial arts mod and extensions v1.70. Hindentanic
« Reply #36 on: January 25, 2008, 02:47:00 pm »

No, no NO. You don't understand.

The creature has a special tag [HAS_RACEGLOSS] that accepts a matgloss tag.
This tag makes the creature have a name like "Bauxite golem", "Light yellow diamond shard elemental" and so on. While it's possible to have the creature be made of, and leave an itemcorpse made of, a gem material, the racegloss variable can only be a matgloss. And, unfortunately, it does not accept filters like "STONE:ROUGH" or "STONE:GEM". Having a "random gem golem" is plausible, but not quite the same as a "diamond golem".

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"Europe has to grow out of the mindset that Europe's problems are the world's problems, but the world's problems are not Europe's problems."
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Sean Mirrsen

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Re: [38c] Martial arts mod and extensions v1.70. Hindentanic
« Reply #37 on: January 27, 2008, 05:49:00 pm »

Bump with content. See first post.
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"Europe has to grow out of the mindset that Europe's problems are the world's problems, but the world's problems are not Europe's problems."
- Subrahmanyam Jaishankar, Minister of External Affairs, India

Neskiairti

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Re: [38c] Martial arts mod and extensions v1.70. Hindentanic
« Reply #38 on: January 28, 2008, 12:00:00 pm »

[edited due to stupidity]

[ January 28, 2008: Message edited by: Neskiairti ]

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Re: [38c] Martial arts mod and extensions v1.70. Hindentanic
« Reply #39 on: January 30, 2008, 06:51:00 pm »

I don't think you can have a "random <material> golem" anyway, so since you'd already have to make separate creature entries for "diamond golem" and "jade golem" and so forth, you may as well just write the name yourself (diamond golem:diamond golems") rather than use the HAS_RACEGLOSS token.  I see no reason why you should constrain yourself to a potentially convenient but entirely unnecessary (until Toady gives it more functionality, anyway) token.
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Sean Mirrsen

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Re: [38c] Martial arts mod and extensions v1.70. Hindentanic
« Reply #40 on: January 31, 2008, 09:06:00 am »

No, uh, I meant a name like "gemstone golem", that drops a statue of a random material. Yes, I can add "diamond golems" specifically, but as it is, they will quite sufficiently appear themselves - a STONE matgloss happens to include all the gems as well. I once had (during testing) an entire town populated with gemstone-type golems, except a few peat guards and a sandstone peasant tucked up somewhere.

Anyways, as soon as the new version's up I'll update the mod again, with another spidery thing to watch out for. Driders can be DnD, but in DF, "cave spidermen" are just as good.  ;)

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Multiworld Madness Archive:
Game One, Discontinued at World 3.
Game Two, Discontinued at World 1.

"Europe has to grow out of the mindset that Europe's problems are the world's problems, but the world's problems are not Europe's problems."
- Subrahmanyam Jaishankar, Minister of External Affairs, India

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Re: [38c] Martial arts mod and extensions v1.70. Hindentanic
« Reply #41 on: January 31, 2008, 09:55:00 am »

So raceglosses are randomized now?  Awesome!  They used to just use the first type on the list (all treants were "mangrove treants" for example).
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Deon

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Re: [38c] Martial arts mod and extensions v1.70. Hindentanic
« Reply #42 on: February 07, 2008, 08:51:00 pm »

I can't generate a world...  :(
It says "No controllable entity definitions available" with your mod in.
No other mods.
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Deon

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Re: [38c] Martial arts mod and extensions v1.70. Hindentanic
« Reply #43 on: February 07, 2008, 09:23:00 pm »

it's something with your default_entities.
No START_BIOME tag?
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Sean Mirrsen

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Re: [38c] Martial arts mod and extensions v1.70. Hindentanic
« Reply #44 on: February 08, 2008, 05:30:00 am »

Yeah, I haven't updated the mod to 38a yet. Although, no, I have updated it, but have not uploaded it yet. My ISP's server is down for the moment, so I'm not sure if I will be able to upload it soon. You'll have to do without it for awhile.
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Multiworld Madness Archive:
Game One, Discontinued at World 3.
Game Two, Discontinued at World 1.

"Europe has to grow out of the mindset that Europe's problems are the world's problems, but the world's problems are not Europe's problems."
- Subrahmanyam Jaishankar, Minister of External Affairs, India
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