Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 85 86 [87] 88 89 ... 357

Author Topic: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)  (Read 419673 times)

3

  • Bay Watcher
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1290 on: December 12, 2010, 07:44:55 am »

Whether or not skills are available to a creature depends on whether or not the relevant civ actually has access to the applicable equipment. If your crawler civ doesn't have a sword, you won't be able to take the sword skill, as swords as unknown to them.
Logged

Guuo

  • Bay Watcher
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1291 on: December 12, 2010, 07:47:19 am »

Ah, that explains a lot.
Logged

Guuo

  • Bay Watcher
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1292 on: December 12, 2010, 04:10:45 pm »

Frustration levels through the roof with this:

Spoiler (click to show/hide)
Spoiler (click to show/hide)

Spoiler (click to show/hide)

And yes, I know the creature has [STANCE] in its hands.

I have too many problems.
« Last Edit: December 12, 2010, 04:47:28 pm by Guuo »
Logged

3

  • Bay Watcher
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1293 on: December 12, 2010, 04:17:40 pm »

You need to create a TONGUE bodypart. Take a look at body_default.txt.
Logged

Guuo

  • Bay Watcher
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1294 on: December 12, 2010, 04:46:08 pm »

I have done that, just forgot to post the raw. Edited it to my former post.
Logged

3

  • Bay Watcher
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1295 on: December 12, 2010, 05:00:39 pm »

There's still no TONGUE bodypart. You've made a "tongue" component of the CRAWLER body, but no TONGUE.

In any case, remove the TONGUE from the creature's body listings and it'll be fixed.
Logged

Guuo

  • Bay Watcher
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1296 on: December 12, 2010, 06:22:09 pm »

Ah, damn. Now I understand. I treated the CRAWLER bodypart as the whole body. I completely forgot about that when making this creature. Learning and understanding things is fun.

Huge thanks for bearing with me.
Logged

Korbac

  • Bay Watcher
  • I'm very annoying, so tell me to STFU if need be
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1297 on: December 12, 2010, 09:15:15 pm »

Hey all, just one problem here.

Spoiler (click to show/hide)

What do I have to do to the SOULGEM bodypart to make it so that when it is damaged, the creature dies? ATM smashing the soulgem knocks the Sentinel out, but not much else.
Logged

Vattic

  • Bay Watcher
  • bibo ergo sum
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1298 on: December 12, 2010, 09:58:35 pm »

Under [BODY:SOULGEM] and the name tokens add [THOUGHT] that should make it fatal if destroyed. You say damaging it currently makes your creature unconscious so it sounds like it already has [THOUGHT].

I find it's often the skull tearing the brain that kills outright. This is because the skull currently isn't hollow but is just small and in the head alongside the brain. When the head is impacted it pushes the skull through the brain like a broken rib tearing a lung. You could place something small and hard like the skull in the same body part as the gem. Not sure it would work but worth a try?
Logged
6 out of 7 dwarves aren't Happy.
How To Generate Small Islands

Frogwarrior

  • Bay Watcher
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1299 on: December 12, 2010, 10:19:48 pm »

Post the raws for the SOULGEM body part as well plz?
Logged
Lately, I'm proud of MAGMA LANDMINES:
http://www.bay12forums.com/smf/index.php?topic=91789.0
And been a bit smug over generating a world with an elephant monster that got 87763 sentient kills.
http://www.bay12forums.com/smf/index.php?topic=104354.0

Seriyu

  • Bay Watcher
    • View Profile
    • Springless Clock
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1300 on: December 13, 2010, 01:11:37 am »

As a question, is there a list of what certain numbers equal for the Color tag?

The [COLOR:#:#:#] tag, if it's not actually a tag.

I'm kinda new to this.  :P

Max White

  • Bay Watcher
  • Still not hollowed!
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1301 on: December 13, 2010, 01:12:39 am »

Do you mean in the raws, or the init?

Seriyu

  • Bay Watcher
    • View Profile
    • Springless Clock
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1302 on: December 13, 2010, 01:31:25 am »

Raws. For example, I'd like this vermin I'm making now to be brown, but I don't know what number that corresponds to. Or what any of the three numbers do, for that matter. :P

NobodyPro

  • Bay Watcher
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1304 on: December 13, 2010, 01:43:47 am »

Three things:

1) Is there any way to make UNDIRECTED_DUST more deadly without using syndromes.

2) What is the exact syntax for making a 'poison' in a creature raw and then using it in the UNDIRECTED_DUST.

3)If I can't make something immobile, what is the slowest I can make it move. SPEED:1 makes them super fast and SPEED:800000 makes them super fast but SPEED:2000 slows them down. (It already has IMMOBILE_LAND or whichever tag makes fish unable to move on land.)
Logged
Pages: 1 ... 85 86 [87] 88 89 ... 357