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Author Topic: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)  (Read 423088 times)

scion-of-fenrir

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3390 on: July 26, 2011, 07:12:53 pm »

Not even that, just throw    [HELM:ITEM_HELM_MASK:UNCOMMON] (uncommon may be replaced with COMMON) on their entity and they should be able to make them in any of the usual places.

A chance they still won't show up, but it's just the mechanics that sometimes makes high boots not available talking there.  There's a way to override that, but I forget the exact tag.


P.S. A custom reaction would also work if you wanted to do it that way too, but the above method is generally better because it has more backup in other parts of the game that it will show up in.   Unless you wanted to do something unusual of course.

Indeed? Thank you, kind sir!
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narhiril

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3391 on: July 26, 2011, 07:27:36 pm »


Haha, I guess I didn't give the whole story :P

GOOSE is an inorganic material. LAID_TROLLGOOSE_EGG is a tool, so I'm not sure if I'm writing that right. I think I may have been an idiot and forgot to include the reactions in the entity >_>

So I did forget to include the reactions in the entity, but the reaction still doesn't work :P

Awesome, that information was very helpful.  Now, is the ID of the item...

[ITEM_TOOL:LAID_TROLLGOOSE_EGG]

...or...

[ITEM_TOOL:ITEM_TOOL_LAID_TROLLGOOSE_EGG]? 


It doesn't matter which one it is, but the bold part needs to match exactly in the reaction lines.  Also, is "GOOSE" defined as an inorganic material (I am assuming it is if you want stones of it)?

Assuming GOOSE is inorganic and LAID_TROLLGOOSE_EGG is the ID, the reactions should look like this.




Spoiler: reaction_troll (click to show/hide)


After quantity, the product and reagent lines require...

1) item token (tool, boulder, meat, bar, blocks, etc)

2) item subtype token (specific item ID, or NONE for any item of that class)

3) material class token (INORGANIC, CREATURE_MAT:(creature ID), or PLANT_MAT:(plant ID) are some examples of valid inputs.  Note that creature and plant materials require the extra parameter with the ID)

4) material ID token (looks within the defined material class for an ID, GOOSE in this case.  If set to NONE, any material of the defined material class can be used)

« Last Edit: July 26, 2011, 07:29:36 pm by narhiril »
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Putnam

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3392 on: July 26, 2011, 08:02:10 pm »

I figured it all out!

These are the final reactions:

Code: [Select]
[REACTION:TROLLEGG_TO_STONE]
[NAME:Process organic material into stone]
[BUILDING:EGG_TO_ROCK_WORKSHOP:NONE]
[REAGENT:A:1:TOOL:LAID_TROLLGOOSE_EGG:INORGANIC:GOOSE]
[PRODUCT:100:30:BOULDER:NO_SUBTYPE:INORGANIC:GOOSE]
[SKILL:MASONRY]
[REACTION:TROLLEGG_TO_BLOCK]
[NAME:Process organic material into block]
[BUILDING:EGG_TO_ROCK_WORKSHOP:NONE]
[REAGENT:A:1:TOOL:LAID_TROLLGOOSE_EGG:INORGANIC:GOOSE]
[PRODUCT:100:30:BLOCKS:NO_SUBTYPE:INORGANIC:GOOSE]
[SKILL:MASONRY]

I took your advice a few pages back, the one about making a tool that uses a reaction for blocks. I figure 30 should be good, unless you're having a gooseplosion. Next up: creature and reactions for slaughtermetal!

More importantly, though, my noble problem still stands. On embark, I have a duke, a count, a baron, AND an expedition leader. The duke, baron and count all act as they should, mandating, etc., but they're there on embark.

So what's the problem?

Code: [Select]
[POSITION:TROLL_DUKE] Duke is fancy blueblood slang. Let's say that!
[NAME_MALE:duke:dukes]
[NAME_FEMALE:duchess:duchesses]
[SPOUSE_MALE:duke consort:dukes consort]
[SPOUSE_FEMALE:duchess consort:duchesses consort]
[SITE]
[LAND_HOLDER:3]
[LAND_NAME:a duchy]
[RESPONSIBILITY:LAW_MAKING]
[RESPONSIBILITY:RECEIVE_DIPLOMATS]
[SUCCESSION:BY_HEIR]
[APPOINTED_BY:MONARCH]
[PRECEDENCE:20]
[MENIAL_WORK_EXEMPTION]
[MENIAL_WORK_EXEMPTION_SPOUSE]
[SLEEP_PRETENSION]
[PUNISHMENT_EXEMPTION]
[FLASHES]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DO_NOT_CULL]
[KILL_QUEST]
[COLOR:5:0:0]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]
[DEMAND_MAX:5]
[MANDATE_MAX:3]
[REQUIRED_BOXES:5]
[REQUIRED_CABINETS:3]
[REQUIRED_RACKS:3]
[REQUIRED_STANDS:3]
[REQUIRED_OFFICE:2500]
[REQUIRED_BEDROOM:2500]
[REQUIRED_DINING:2500]
[REQUIRED_TOMB:2500]
[ALLOWED_CLASS:TROLL_NOBLE]
[ALLOWED_CLASS:SUBJUGGLATOR]
[ALLOWED_CLASS:TROLL_SEADWELLER]
[ALLOWED_CLASS:TROLL_ROYAL]
[POSITION:TROLL_COUNT]
[NAME_MALE:count:counts]
[NAME_FEMALE:countess:countesses]
[SPOUSE_MALE:count consort:counts consort]
[SPOUSE_FEMALE:countess consort:countesses consort]
[SITE]
[LAND_HOLDER:2]
[LAND_NAME:a county]
[RESPONSIBILITY:LAW_MAKING]
[RESPONSIBILITY:RECEIVE_DIPLOMATS]
[SUCCESSION:BY_HEIR]
[APPOINTED_BY:MONARCH]
[REPLACED_BY:DUKE]
[PRECEDENCE:30]
[MENIAL_WORK_EXEMPTION]
[MENIAL_WORK_EXEMPTION_SPOUSE]
[SLEEP_PRETENSION]
[PUNISHMENT_EXEMPTION]
[FLASHES]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DO_NOT_CULL]
[KILL_QUEST]
[COLOR:5:0:0]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]
[DEMAND_MAX:3]
[MANDATE_MAX:2]
[REQUIRED_BOXES:3]
[REQUIRED_CABINETS:2]
[REQUIRED_RACKS:2]
[REQUIRED_STANDS:2]
[REQUIRED_OFFICE:1500]
[REQUIRED_BEDROOM:1500]
[REQUIRED_DINING:1500]
[REQUIRED_TOMB:1500]
[ALLOWED_CLASS:TROLL_LIGHT_BLUE]
[ALLOWED_CLASS:TROLL_NOBLE]
[ALLOWED_CLASS:SUBJUGGLATOR]
[ALLOWED_CLASS:TROLL_SEADWELLER]
[ALLOWED_CLASS:TROLL_ROYAL]
[POSITION:TROLL_BARON]
[NAME_MALE:baron:barons]
[NAME_FEMALE:baroness:baronesses]
[SPOUSE_MALE:baron consort:barons consort]
[SPOUSE_FEMALE:baroness consort:baronesses consort]
[SITE]
[LAND_HOLDER:1]
[LAND_NAME:a barony]
[RESPONSIBILITY:LAW_MAKING]
[RESPONSIBILITY:RECEIVE_DIPLOMATS]
[SUCCESSION:BY_HEIR]
[APPOINTED_BY:MONARCH]
[REPLACED_BY:COUNT]
[PRECEDENCE:40]
[MENIAL_WORK_EXEMPTION]
[MENIAL_WORK_EXEMPTION_SPOUSE]
[SLEEP_PRETENSION]
[PUNISHMENT_EXEMPTION]
[FLASHES]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DO_NOT_CULL]
[KILL_QUEST]
[COLOR:5:0:0]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]
[DEMAND_MAX:2]
[MANDATE_MAX:1]
[REQUIRED_BOXES:2]
[REQUIRED_CABINETS:1]
[REQUIRED_RACKS:1]
[REQUIRED_STANDS:1]
[REQUIRED_OFFICE:500]
[REQUIRED_BEDROOM:500]
[REQUIRED_DINING:500]
[REQUIRED_TOMB:500]
[ALLOWED_CLASS:TROLL_MOTHERGRUBCHILD]
[ALLOWED_CLASS:TROLL_LIGHT_BLUE]
[ALLOWED_CLASS:TROLL_NOBLE]
[ALLOWED_CLASS:SUBJUGGLATOR]
[ALLOWED_CLASS:TROLL_SEADWELLER]
[ALLOWED_CLASS:TROLL_ROYAL]

Could the ALLOWED_CLASS tags be causing it?

« Last Edit: July 26, 2011, 08:06:26 pm by Putnam »
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Mikey

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3393 on: July 26, 2011, 08:29:24 pm »

Not even that, just throw    [HELM:ITEM_HELM_MASK:UNCOMMON] (uncommon may be replaced with COMMON) on their entity and they should be able to make them in any of the usual places.

A chance they still won't show up, but it's just the mechanics that sometimes makes high boots not available talking there.  There's a way to override that, but I forget the exact tag.
[HELM:ITEM_HELM_MASK:FORCED] makes the item always available.  I'm not really sure why some items set to COMMON will always show up (breastplates, mail shirts, etc) while some seem to have a fairly high chance of unavailability (boots/high boots, tunics, etc).
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narhiril

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3394 on: July 26, 2011, 08:32:20 pm »

Not even that, just throw    [HELM:ITEM_HELM_MASK:UNCOMMON] (uncommon may be replaced with COMMON) on their entity and they should be able to make them in any of the usual places.

A chance they still won't show up, but it's just the mechanics that sometimes makes high boots not available talking there.  There's a way to override that, but I forget the exact tag.
[HELM:ITEM_HELM_MASK:FORCED] makes the item always available.  I'm not really sure why some items set to COMMON will always show up (breastplates, mail shirts, etc) while some seem to have a fairly high chance of unavailability (boots/high boots, tunics, etc).

I didn't even know that was a valid token.  Well that opens up the possibilities a lot...

Greiger

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3395 on: July 26, 2011, 08:42:12 pm »

My thoughts on why some items show up all the time is that maybe the civilisation is required to have at least one type of equipment that fits that role.  Since most of the armor is unique for it's role most of it ends up FORCED (yea that's the tag, thanks :) ) regardless.  Boots don't because there are two varieties that fit the role, high boots and low boots. 

I'm led to that thought because In my own personal mod I have an extra type of gauntlet as well, in vanilla gauntlets are effectively forced, since they are the only armor level glove.  With an extra variety of gauntlet however sometimes gauntlets are unavailable and the custom ones are, sometimes the custom ones aren't and the vanilla ones are, sometimes they both are.  I imagine similar behavior would show up with other types of armor if variations were introduced.

It's probably just part of some sanity check to make sure there aren't any civs that just end up pantsless by failing all the random chances to have access to different kinds of pants, and it just ended up affecting armor stuff as well.
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Putnam

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3396 on: July 26, 2011, 09:59:57 pm »

Alright, is there a way to have a creature drop a certain item when butchered? ITEMCORPSE suggests that there has to be a corpse.

Kweri

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3397 on: July 26, 2011, 10:10:09 pm »

Alright, is there a way to have a creature drop a certain item when butchered? ITEMCORPSE suggests that there has to be a corpse.
It's a material-specific thing - BUTCHER_SPECIAL  http://df.magmawiki.com/index.php/Material_definition_token
So you make a tissue of a material that has a BUTCHER_SPECIAL token... but right now it is bugged and does NOT take item subtype into account. http://www.bay12games.com/dwarves/mantisbt/view.php?id=4574 You can still make bars/boulders/etc, but not specific tools/weapons/toys/etc.
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Putnam

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3398 on: July 26, 2011, 10:12:28 pm »

Alright, is there a way to have a creature drop a certain item when butchered? ITEMCORPSE suggests that there has to be a corpse.
It's a material-specific thing - BUTCHER_SPECIAL  http://df.magmawiki.com/index.php/Material_definition_token
So you make a tissue of a material that has a BUTCHER_SPECIAL token... but right now it is bugged and does NOT take item subtype into account. http://www.bay12games.com/dwarves/mantisbt/view.php?id=4574 You can still make bars/boulders/etc, but not specific tools/weapons/toys/etc.

Well fuck. I'll see what I can work with there. How could I incorporate some sort of generic metal into a creature that can't be made into anything, so that I can use it as a reagent?
« Last Edit: July 26, 2011, 10:33:51 pm by Putnam »
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Eldrick Tobin

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3399 on: July 27, 2011, 10:58:25 am »

More importantly, though, my noble problem still stands. On embark, I have a duke, a count, a baron, AND an expedition leader. The duke, baron and count all act as they should, mandating, etc., but they're there on embark.

So what's the problem?

Code: [Select]
[POSITION:TROLL_DUKE] Duke is fancy blueblood slang. Let's say that!
[NAME_MALE:duke:dukes]
[NAME_FEMALE:duchess:duchesses]
[SPOUSE_MALE:duke consort:dukes consort]
[SPOUSE_FEMALE:duchess consort:duchesses consort]
[SITE]
[LAND_HOLDER:3]
[LAND_NAME:a duchy]
[RESPONSIBILITY:LAW_MAKING]
[RESPONSIBILITY:RECEIVE_DIPLOMATS]
[SUCCESSION:BY_HEIR]
[APPOINTED_BY:MONARCH]
[PRECEDENCE:20]
[MENIAL_WORK_EXEMPTION]
[MENIAL_WORK_EXEMPTION_SPOUSE]
[SLEEP_PRETENSION]
[PUNISHMENT_EXEMPTION]
[FLASHES]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DO_NOT_CULL]
[KILL_QUEST]
[COLOR:5:0:0]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]
[DEMAND_MAX:5]
[MANDATE_MAX:3]
[REQUIRED_BOXES:5]
[REQUIRED_CABINETS:3]
[REQUIRED_RACKS:3]
[REQUIRED_STANDS:3]
[REQUIRED_OFFICE:2500]
[REQUIRED_BEDROOM:2500]
[REQUIRED_DINING:2500]
[REQUIRED_TOMB:2500]
[ALLOWED_CLASS:TROLL_NOBLE]
[ALLOWED_CLASS:SUBJUGGLATOR]
[ALLOWED_CLASS:TROLL_SEADWELLER]
[ALLOWED_CLASS:TROLL_ROYAL]
[POSITION:TROLL_COUNT]
[NAME_MALE:count:counts]
[NAME_FEMALE:countess:countesses]
[SPOUSE_MALE:count consort:counts consort]
[SPOUSE_FEMALE:countess consort:countesses consort]
[SITE]
[LAND_HOLDER:2]
[LAND_NAME:a county]
[RESPONSIBILITY:LAW_MAKING]
[RESPONSIBILITY:RECEIVE_DIPLOMATS]
[SUCCESSION:BY_HEIR]
[APPOINTED_BY:MONARCH]
[REPLACED_BY:DUKE]
[PRECEDENCE:30]
[MENIAL_WORK_EXEMPTION]
[MENIAL_WORK_EXEMPTION_SPOUSE]
[SLEEP_PRETENSION]
[PUNISHMENT_EXEMPTION]
[FLASHES]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DO_NOT_CULL]
[KILL_QUEST]
[COLOR:5:0:0]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]
[DEMAND_MAX:3]
[MANDATE_MAX:2]
[REQUIRED_BOXES:3]
[REQUIRED_CABINETS:2]
[REQUIRED_RACKS:2]
[REQUIRED_STANDS:2]
[REQUIRED_OFFICE:1500]
[REQUIRED_BEDROOM:1500]
[REQUIRED_DINING:1500]
[REQUIRED_TOMB:1500]
[ALLOWED_CLASS:TROLL_LIGHT_BLUE]
[ALLOWED_CLASS:TROLL_NOBLE]
[ALLOWED_CLASS:SUBJUGGLATOR]
[ALLOWED_CLASS:TROLL_SEADWELLER]
[ALLOWED_CLASS:TROLL_ROYAL]
[POSITION:TROLL_BARON]
[NAME_MALE:baron:barons]
[NAME_FEMALE:baroness:baronesses]
[SPOUSE_MALE:baron consort:barons consort]
[SPOUSE_FEMALE:baroness consort:baronesses consort]
[SITE]
[LAND_HOLDER:1]
[LAND_NAME:a barony]
[RESPONSIBILITY:LAW_MAKING]
[RESPONSIBILITY:RECEIVE_DIPLOMATS]
[SUCCESSION:BY_HEIR]
[APPOINTED_BY:MONARCH]
[REPLACED_BY:COUNT]
[PRECEDENCE:40]
[MENIAL_WORK_EXEMPTION]
[MENIAL_WORK_EXEMPTION_SPOUSE]
[SLEEP_PRETENSION]
[PUNISHMENT_EXEMPTION]
[FLASHES]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DO_NOT_CULL]
[KILL_QUEST]
[COLOR:5:0:0]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]
[DEMAND_MAX:2]
[MANDATE_MAX:1]
[REQUIRED_BOXES:2]
[REQUIRED_CABINETS:1]
[REQUIRED_RACKS:1]
[REQUIRED_STANDS:1]
[REQUIRED_OFFICE:500]
[REQUIRED_BEDROOM:500]
[REQUIRED_DINING:500]
[REQUIRED_TOMB:500]
[ALLOWED_CLASS:TROLL_MOTHERGRUBCHILD]
[ALLOWED_CLASS:TROLL_LIGHT_BLUE]
[ALLOWED_CLASS:TROLL_NOBLE]
[ALLOWED_CLASS:SUBJUGGLATOR]
[ALLOWED_CLASS:TROLL_SEADWELLER]
[ALLOWED_CLASS:TROLL_ROYAL]

Could the ALLOWED_CLASS tags be causing it?


It is probably the [SITE] tag. That's faster to remove than all your [ALLOWED_CLASS] strings.
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Knight Otu

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3400 on: July 27, 2011, 12:52:58 pm »

More importantly, though, my noble problem still stands. On embark, I have a duke, a count, a baron, AND an expedition leader. The duke, baron and count all act as they should, mandating, etc., but they're there on embark.

So what's the problem?

Code: [Select]
[POSITION:[b]TROLL_DUKE[/b]] Duke is fancy blueblood slang. Let's say that!
[POSITION:[b]TROLL_COUNT[/b]]
[REPLACED_BY:[b]DUKE[/b]]
[POSITION:[b]TROLL_BARON[/b]]
[REPLACED_BY:[b]COUNT[/b]]
Bolded part of the problem. Are you using the same LAND_HOLDER values as the dwarves do?
Ed: Or rather, pretend-bolded. :-[

Could the ALLOWED_CLASS tags be causing it?
Don't think so, but I should note that ALLOWED_CLASS, as well as the GENDER tags, do not currently work quite as intended.
« Last Edit: July 27, 2011, 01:00:21 pm by Knight Otu »
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MaximumZero

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3401 on: July 27, 2011, 01:29:16 pm »

Okay, so I'm stuck. I have modded in gem ammo and weapons, but they're next to useless (except as trade bait). Arrows and bolts dent skin and swords and axes barely bruise. [FORCE_EDGE] is not the answer. It doesn't work outside adventure mode. Anyone got any other ideas?
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jaxy15

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3402 on: July 27, 2011, 01:30:28 pm »

Okay, so I'm stuck. I have modded in gem ammo and weapons, but they're next to useless (except as trade bait). Arrows and bolts dent skin and swords and axes barely bruise. [FORCE_EDGE] is not the answer. It doesn't work outside adventure mode. Anyone got any other ideas?
Gems are inorganic, like metal. Just give gems some material tokens.
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MaximumZero

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3403 on: July 27, 2011, 01:32:44 pm »

Cool. Looks like I made a very big oversight. Thanks.
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Putnam

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3404 on: July 27, 2011, 03:54:54 pm »

More importantly, though, my noble problem still stands. On embark, I have a duke, a count, a baron, AND an expedition leader. The duke, baron and count all act as they should, mandating, etc., but they're there on embark.

So what's the problem?

Code: [Select]
[POSITION:[b]TROLL_DUKE[/b]] Duke is fancy blueblood slang. Let's say that!
[POSITION:[b]TROLL_COUNT[/b]]
[REPLACED_BY:[b]DUKE[/b]]
[POSITION:[b]TROLL_BARON[/b]]
[REPLACED_BY:[b]COUNT[/b]]
Bolded part of the problem. Are you using the same LAND_HOLDER values as the dwarves do?
Ed: Or rather, pretend-bolded. :-[

Could the ALLOWED_CLASS tags be causing it?
Don't think so, but I should note that ALLOWED_CLASS, as well as the GENDER tags, do not currently work quite as intended.

 Alright, that worked, and I'm aware that the ALLOWED_CLASS tags don't work anymore, I'm just including them in case they will later.

Also, how would I implement the butcher_special tag? It seems complex >_>
« Last Edit: July 27, 2011, 04:00:11 pm by Putnam »
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