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Author Topic: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)  (Read 429570 times)

3

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1830 on: February 02, 2011, 12:15:18 am »

You need to specify a tissue or tissue group, not a bodypart. The only way of going about making location-specific appearance modifiers is to create an entirely seperate tissue for each part.
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Lofn

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1831 on: February 02, 2011, 12:29:58 am »

Incorrect, 3.  Gauld, use [SET_TL_GROUP:BY_TOKEN:UB:SKIN].  The token takes a bodypart or ALL followed by a specific tissue layer.  You can use BY_TYPE, BY_CATEGORY or BY_TOKEN.
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gauld

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1832 on: February 02, 2011, 12:52:57 pm »

well that fixed the error log messages, but for some reason all the bodyparts come up in the creature's information as being "amber" when they're all supposed to be different colors.
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Lofn

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1833 on: February 02, 2011, 01:17:08 pm »

You will need to post more raws if you want help. At a guess I would say you have a later token that's selecting all skin and applying the amber modifier, overwriting the red one.
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gauld

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1834 on: February 02, 2011, 01:47:20 pm »

   
Code: [Select]
[CREATURE:HUNTER]
[DESCRIPTION:The great bounty hunter whos name strikes fear into the space pirates.  Her chozo armor is neigh impenetrable and her weapons burn through even the toughest armors.]
[NAME:hunter:hunters:hunter]
[CASTE_NAME:hunter:hunters:hunter]
[CREATURE_TILE:'S'][COLOR:6:0:1]
[MEGABEAST][DIFFICULTY:15]
[ATTACK_TRIGGER:80:10000:100000]
[FEMALE]
[NOPAIN][EXTRAVISION][NOBREATHE][NOSTUN][NONAUSEA][NOEMOTION][NOTHOUGHT][NOEXERT]
[NOMEAT]
[NO_DIZZINESS]
[NO_FEVERS]
[INTELLIGENT]
[LIKES_FIGHTING]
[BUILDINGDESTROYER:2]
[LARGE_PREDATOR]
[NO_DRINK][NO_EAT][NO_SLEEP][NOFEAR]
[SPHERE:STRENGTH]
[SPHERE:JUSTICE]
[FIREBREATH]
[CANNOT_UNDEAD]
[CANOPENDOORS]
[TRAPAVOID]
[NOT_BUTCHERABLE]
[BIOME:ANY_LAND]
[EQUIPS]
[NOFEAR]
[POWER]
[FIXED_TEMP:10067]
[PREFSTRING:relentlessness]
[PREFSTRING:power]
[NOBONES]
[BODY:SAMUS:ING_EYE:2EARS:HUMANOID_JOINTS:5FINGERS]
[NO_THOUGHT_CENTER_FOR_MOVEMENT]
[BODYGLOSS:VISOR]
[BODY_DETAIL_PLAN:SAMUS_MATERIALS]
[BODY_DETAIL_PLAN:SAMUS_TISSUES]
[BODY_DETAIL_PLAN:SAMUS_TISSUE_LAYERS:CHOZO_POWER_ARMOR:CHOZO_INNER_ARMOR:THICKMUSCLE:CHOZO_GLASS]
[BODY_SIZE:0:0:20000000]

[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:punch:punches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:MAIN]
[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:kick:kicks]
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:SECOND]

[ATTACK:BITE:BODYPART:BY_CATEGORY:MOUTH]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:slam:slams]
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:MAIN]
[ATTACK_VELOCITY_MODIFIER:1000]

[SELECT_CASTE:ALL]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:GREEN:1]
[TLCM_NOUN:visor:SINGULAR]
  [SET_TL_GROUP:BY_TOKEN:HD:CHOZO_POWER_ARMOR]
[TL_COLOR_MODIFIER:ORANGE:1]
[TLCM_NOUN:shoulders:PLURAL]
[SET_TL_GROUP:BY_TOKEN:UB:CHOZO_POWER_ARMOR]
[TL_COLOR_MODIFIER:RED:1]
[TLCM_NOUN:chest plating:SINGULAR]
  [SET_TL_GROUP:BY_TOKEN:LB:CHOZO_POWER_ARMOR]
[TL_COLOR_MODIFIER:YELLOW:1]
[TLCM_NOUN:torso:SINGULAR]
[SET_TL_GROUP:BY_TOKEN:PC:CHOZO_POWER_ARMOR]
[TL_COLOR_MODIFIER:DARK_GREEN:1]
[TLCM_NOUN:plasma cannon:SINGULAR]


here are the creature's raw files.  its strange because i don't mention "amber" anywhere in the creature raws, nor in the raws for the materials the creature is made of.
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TolyK

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1835 on: February 02, 2011, 02:41:20 pm »

isn't it the first possible descriptor? it's just color, I wouldn't worry about it.
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rephikul

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1836 on: February 02, 2011, 04:01:12 pm »

isn't it the first possible descriptor? it's just color, I wouldn't worry about it.
ya that mean there's something not right with material color definition. I got it at places too but couldnt be assed to do something about it although it'd be nice if someone tell me how.
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narhiril

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1837 on: February 02, 2011, 05:16:28 pm »

Hi all!

I'm looking for someone who knows their way around the weapon raws a little better than I do.  I'm trying to create a two-handed crossbow that uses a unique ammunition.  Here's what I've got so far.

Spoiler: item_weapon.txt (click to show/hide)

Spoiler: item_ammo.txt (click to show/hide)

And then, of course, I added it to the permitted weapons for dwarves.  All of that is working just fine - the part I need some help with is combat stats.  After some testing in the arena using steel bolts against iron chain armor, i found that despite me increasing what I thought would be damage-calculating values by a power of ten, the weapon is only marginally - if at all - more effective than a regular crossbow.

I'd like the weapon to have some sort of downside so that it doesn't make the crossbow obselete (i.e. two handed, heavy as slade - well maybe not that heavy, but heavy), but I'd also like it to pack a bit more punch.  I am most interested in the attack, shoot, and size fields, and was hoping someone could help clarify how these numbers relate to behavior in game.

rephikul

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1838 on: February 03, 2011, 01:07:28 am »

the issue is that crossbows themselves are already very powerful, copper bolts can easily penetrate steel dragons. There arent much you can do to make something even more overpowered. On my incarnation of strong 2 handed weapon, I used a combination of nerfing the regular crossbow, giving the new weapon a large enough contact area so it can serve body parts and making its ammo very heavy and expensive to produce. On a side note, your javelin thrower can be held in 1 hand by dwarves.
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Repulsion

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1839 on: February 03, 2011, 05:58:36 pm »

Okay, so this isn't actually asking for help with modding, but with ideas, I guess. I want to add a few new types of elephants, and I've already made the 'good' type of elephant, the uniphant. I might probably will ask for help with the uniphant, because there is likely to be a few issues, but my main focus right now is on the 'hellephant', the 'evil' elephant I want to make. I'm just not really sure how to make it more... 'evil'.

Should I somehow make the eyes be on fire? Should I add something like claws? Somehow make organic spikes protruding from it's back? The last one sounds interesting to me, but I'm not exactly sure how to do that...
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Minnakht

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1840 on: February 03, 2011, 06:25:48 pm »

Make it have enough tusks to make its front end look and act like a meat grinder.

Also piles of ivory for brave hunters, what is cool.

I was thinking like 63 tusks.
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narhiril

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1841 on: February 04, 2011, 01:12:38 am »

Okay, so this isn't actually asking for help with modding, but with ideas, I guess. I want to add a few new types of elephants, and I've already made the 'good' type of elephant, the uniphant. I might probably will ask for help with the uniphant, because there is likely to be a few issues, but my main focus right now is on the 'hellephant', the 'evil' elephant I want to make. I'm just not really sure how to make it more... 'evil'.

Should I somehow make the eyes be on fire? Should I add something like claws? Somehow make organic spikes protruding from it's back? The last one sounds interesting to me, but I'm not exactly sure how to do that...

Make it explode on death.  I'm not sure how to do this, but a few creatures in Fortress Defense do it so looking there might give some clues.

Zifnab

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1842 on: February 04, 2011, 07:13:24 pm »

I'm trying to create a giant blimp/sky fish creature.  I picture a blimp several times bigger than an elephant with a tail and fins for navigation which is filled with a noxious, lighter than air material for lift. 

Ideally this would be a gentle, curious creature that likes to drink booze, and if startled or poked sometimes explodes.  As I can't figure out how to actually make an exploding gas filled creature that will cause much damage to those around it, I'm aiming for a syndrome cocktail that will mimic severe burns.  This is my first attempt.

Spoiler (click to show/hide)

It seems to work in the testing arena, but so far I haven't been able to get it to spawn in fortress mode.
 
Any suggestions?
 
p.s. While I want this creature to appear in the 2nd and 3rd cavern, for right now I'm testing it as a surface creature until I get it to work right.
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D_E

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1843 on: February 04, 2011, 07:49:33 pm »

No suggestions about getting it to spawn, sorry, but

Quote
[MATERIAL_BREATH_ATTACK:LOCAL_CREATURE_MAT:SKIN:UNDIRECTED_GAS]

Shouldn't that be FLUID?

Also, shouldn't
Quote

   [TISSUE:FLUID]
      [TISSUE_NAME:fluid:NP]
      [TISSUE_MATERIAL:LOCAL_CREATURE_MAT:FLUID]
      [TISSUE_MAT_STATE:LIQUID]
      [MUSCULAR]
 
Be GAS?

More generally, a gasseous material with a high boiling point will cause nearby creatures to melt.  A creature with gasseous, high temperature blood will melt itself and those nearby if it gets injured. 

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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)

TolyK

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1844 on: February 05, 2011, 01:58:22 am »

I'm working on napalm.
Several questions:
1. Will having it burn at room temperature be a good thing or bad?
2. How about at creature's homotherm temperature?
3. What about fixed temp?
4. Will having quiver and launcher a lower fixed temp work?
5. Will it ignite while travelling?
6. Should I make it boil upon impact or cling and start burning?
7. How would I make it cling and burn?

I'm semi-experienced in modding.
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