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Author Topic: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)  (Read 431398 times)

Kilroy the Grand

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4125 on: October 18, 2011, 04:05:33 pm »

I have two small question.

1) Can I make a weapon use the THROWING skill?
2) Can I make coins into ammo?

Bonus question) Can I make a pouch or quiver for the coins?

1)Yes, [SKILL:THROW] for melee attacks, [RANGED:THROW:<insert ammo class here>] for ranged attacks
2)Not real coins. Coins are hardcoded.
B)Any ranged ammo will be put in quivers (even bullets from Corrosion)

Now do I need a weapon to throw them with? Or can a dwarf just pick up a coin and just chuck it?
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ArKFallen

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4126 on: October 18, 2011, 04:09:11 pm »

Now do I need a weapon to throw them with? Or can a dwarf just pick up a coin and just chuck it?
If you made an ammo called "coin" you could have them fire it at people with a ranged weapon, but using real coins won't work (hardcoded). The only time a dwarf throws something is when it's pissed.
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Arek

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4127 on: October 18, 2011, 04:42:48 pm »

Can SPECIALATTACK_INJECT_EXTRACT and/or  SPECIALATTACK_SUCK_BLOOD tags be added to weapons, not just creatures? Iam thinking about using this for enchanted/cursed weapons.
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Sphalerite

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4128 on: October 18, 2011, 05:04:20 pm »

Can SPECIALATTACK_INJECT_EXTRACT and/or  SPECIALATTACK_SUCK_BLOOD tags be added to weapons, not just creatures? Iam thinking about using this for enchanted/cursed weapons.

Those only go on attacks, not weapons.  Sorry.
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Sanure

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4129 on: October 19, 2011, 05:49:03 am »

Ok, I have basic modding knowledge, most of which I gained from looking at how other mods worked and were setup. I made a race of golems  and I'm having trouble keeping them over populating the worlds i generate. I reduced their lifespan to about 100 years of life and yet they still over populate. Any ideas of how I can fix it? Here is the setup I have for them currently:
Spoiler (click to show/hide)
Also, any ideas on how to make them a bit better and make their poison melt enemies? I've experimented with making it stronger but its had little to no effects at all. Currently I'm using the Giant Scorpion's poison.
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i2amroy

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4130 on: October 19, 2011, 07:12:12 pm »

I have two small question.

1) Can I make a weapon use the THROWING skill?
2) Can I make coins into ammo?

Bonus question) Can I make a pouch or quiver for the coins?
1)Yes, [SKILL:THROW] for melee attacks, [RANGED:THROW:<insert ammo class here>] for ranged attacks
2)Not real coins. Coins are hardcoded.
B)Any ranged ammo will be put in quivers (even bullets from Corrosion)
Now do I need a weapon to throw them with? Or can a dwarf just pick up a coin and just chuck it?
Yes you want to create a weapon to throw them with. I would name it something like "coin bag" or you could name the ammo "coin (ammo)" and the weapon "coin (weapon)" which I found works great for things like javelins where the object can be fought with in melee just as well as it can be thrown.

@Sanure
You could increase the [CHILD:X] tag so it takes them longer before they could breed. Another possibility might be to check out some of the Population control entity tokens. While these won't actually limit their population directly, you could use them to slow down their expansion somewhat.

As for their poison, try increasing the SEV:X number drastically and the effects will be much worse. If you want them to basically disintegrate their enemies I would suggest something more in the 1000ish range. Also note that right now the acid will only effect the brain/nervous systems of their enemies. If you want to make it effect all of their targets' bodies then change "BP:BY_TYPE:NERVOUS:ALL" to "BP:BY_CATEGORY:ALL:ALL". You could even have the LOCALIZED tag then and it would only damage the parts that it touched.
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Sanure

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4131 on: October 20, 2011, 04:19:09 am »

@Sanure
You could increase the [CHILD:X] tag so it takes them longer before they could breed. Another possibility might be to check out some of the Population control entity tokens. While these won't actually limit their population directly, you could use them to slow down their expansion somewhat.

As for their poison, try increasing the SEV:X number drastically and the effects will be much worse. If you want them to basically disintegrate their enemies I would suggest something more in the 1000ish range. Also note that right now the acid will only effect the brain/nervous systems of their enemies. If you want to make it effect all of their targets' bodies then change "BP:BY_TYPE:NERVOUS:ALL" to "BP:BY_CATEGORY:ALL:ALL". You could even have the LOCALIZED tag then and it would only damage the parts that it touched.

Thank you. I changed the baby stage to 5 and the child stage to 20 so that may fix it. I also changed the max population at site to 80 so it may limit the amount that settles there. Testing now.
« Last Edit: October 20, 2011, 04:44:13 am by Sanure »
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"...I really don't know why Cu chulainn made that last promise because he is physically incapable of keeping it in his pants, it is like his junk is some kind of unruly seamonster or moray eel telescoping out of its holster and harpooning ladies left and right"
Johnny Jokotaru sent Kars down under

IamanElfCollaborator

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4132 on: October 20, 2011, 06:51:42 pm »

I'm trying to get a certain megabeast work for my mod. It won't show up in the arena, so I presume it wont in Fort mode. Please check the raws for any mistakes, I really need this to work.

Spoiler (click to show/hide)
[CREATURE:PHOENIX]
   [DESCRIPTION:The god of rebirth. It is said to burn itself in ashes and rise from them every millenium.]
   [NAME:Phoenix:Phoenixes:Phoenix]
   [CASTE_NAME:Phoenix:Phoenixes:Phoenix]
   [CREATURE_TILE:'p'][COLOR:4:0:1]
   [ALTTILE:'g']
   [NO_EAT]
   [NO_DRINK]
   [NOEXERT]
   [INTELLIGENT]
   [FIREIMMUNE_SUPER]
   [NO_FEVERS]
   [CANNOT_UNDEAD]
   [NOSTUN]
   [BENIGN]
   [SPEED:0]
   [FIREBREATH]
   [FANCIFUL]
   [CANNOT_UNDEAD]
   [CANOPENDOORS]
   [NOT_BUTCHERABLE]
   [BIOME:ANY_LAND]
   [SEMIMEGABEAST]
   [MEGABEAST]
   [SPHERE:FIRE]
   [SPHERE:LIFE]
   [POWER]
   [LAIR:SHRINE]
   [HABIT:COLLECT_TROPHIES:100]
   [HABIT:COLLECT_WEALTH:100]
   [EQUIPS]
   [POPULATION_NUMBER:1:1]
   [LARGE_ROAMING]
   [SWIMS_INNATE][SWIM_SPEED:2500]
   [PREFSTRING:rebirth]
[BODY:HUMANOID_ARMLESS:2WINGS:2EYES:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:SKULL:4TOES:BEAK:RIBCAGE]
   [BODY_DETAIL_PLAN:STANDARD_MATERIALS]
      [REMOVE_MATERIAL:HAIR]
      [USE_MATERIAL_TEMPLATE:FEATHER:FEATHER_TEMPLATE]
   [BODY_DETAIL_PLAN:STANDARD_TISSUES]
      [REMOVE_TISSUE:HAIR]
      [USE_TISSUE_TEMPLATE:FEATHER:FEATHER_TEMPLATE]
   [BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
   [BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:FEATHER]
   [USE_MATERIAL_TEMPLATE:TALON:NAIL_TEMPLATE]
   [USE_TISSUE_TEMPLATE:TALON:TALON_TEMPLATE]
   [TISSUE_LAYER:BY_CATEGORY:TOE:TALON:FRONT]
   [BODY_DETAIL_PLAN:EGG_MATERIALS]
   [SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
    [PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]
      [TL_MAJOR_ARTERIES]
   [BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
   [BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
   [USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
   [TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
   [LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
   [HAS_NERVES]
   [USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
   [BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
   [CREATURE_CLASS:GENERAL_POISON]
   [GETS_WOUND_INFECTIONS]
   [GETS_INFECTIONS_FROM_ROT]
   [USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
   [PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]

   [BODY_SIZE:2:0:15000]

   [BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110]
   [BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
   [BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
   [ATTACK:BITE:BODYPART:BY_CATEGORY:BEAK]
      [ATTACK_SKILL:BITE]
      [ATTACK_VERB:bite:bites]
      [ATTACK_CONTACT_PERC:100]
      [ATTACK_PENETRATION_PERC:100]
      [ATTACK_FLAG_EDGE]
      [ATTACK_PRIORITY:MAIN]
      [ATTACK_FLAG_CANLATCH]
   [ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:STANCE:BY_CATEGORY:ALL:TALON]
      [ATTACK_SKILL:STANCE_STRIKE]
      [ATTACK_VERB:snatch at:snatches at]
      [ATTACK_CONTACT_PERC:100]
      [ATTACK_PENETRATION_PERC:100]
      [ATTACK_FLAG_EDGE]
      [ATTACK_PRIORITY:SECOND]
      [ATTACK_FLAG_WITH]
   [BABY:1]
   [CHILD:12]
   [EQUIPS]
   [DIURNAL]
   [HOMEOTHERM:10067]
   [SWIMS_INNATE][SWIM_SPEED:2500]
   [ITEMCORPSE:POWDER_MISC:NO_SUBTYPE:ASH]
   [SELECT_MATERIAL:ALL]
      [MULTIPLY_VALUE:15]
      [COLDDAM_POINT:NONE]
      [HEATDAM_POINT:NONE]
      [IGNITE_POINT:NONE]
      [IF_EXISTS_SET_MELTING_POINT:55000]
      [IF_EXISTS_SET_BOILING_POINT:57000]
      [SPEC_HEAT:30000]
   [SELECT_MATERIAL:BLOOD]
    [PLUS_MATERIAL:PUS]
      [MELTING_POINT:10000]

Sphalerite

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4133 on: October 20, 2011, 06:55:50 pm »

Check your errorlog.txt file.

For one thing, I don't think you can put both MEGABEAST and SEMIMEGABEAST on the same creature.
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IamanElfCollaborator

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4134 on: October 20, 2011, 07:03:52 pm »

Hm. Those tags don't seem to cause any problems, and the only problem with the creature in the errorlog is that SPHERE:LIFE is unrecognized.

Greiger

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4135 on: October 20, 2011, 07:24:56 pm »

It seems to be missing a size value for ages below two years old, but I don't know if that would cause your problem.

The tag is [BODYSIZE:{years old}:{days old in addition to years}:{Size}], so you can fix it by changing the 2 in [BODY_SIZE:2:0:15000] to another 0 or by creating another bodysize for a younger one that starts with :0:0 (0 years, 0 days old).


EDIT: Also, depending on which vision of a Phoenix you are going by, it is not burning, or particularly hot (I think that homeotherm equates to about 100 Fahrenheit but I may be converting it in my head wrong).  They are nicely immune to any vanilla heatsource though.

Just figured I would point that out, but there's plenty of lore that makes them organic, so I'm not sure it's un-intentional.
« Last Edit: October 20, 2011, 07:31:58 pm by Greiger »
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Putnam

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4136 on: October 20, 2011, 10:59:21 pm »

SPEC_HEAT refers to the "specific heat" chemical property, referring to how fast an object heats up, the lower the faster.

What you want is MAT_FIXED_TEMP

ImaDwarf

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4137 on: October 21, 2011, 12:55:22 am »

Just a quick question, how would I go about making a reaction and custom workshop to make cardboard and then make cardboard boxes for storage as a cheaper than bins way to store stuff random thing that serves no purpose but to store stuff?
« Last Edit: October 21, 2011, 12:58:41 am by ImaDwarf »
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Tirion

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4138 on: October 21, 2011, 02:46:34 am »

Sorry for the noob question, but how do I edit (as in, use MSPaint or other editor) a graphics tileset, such as Phoebus's? I want to add profession-specific tiles for existing creatures, and graphics for self-made creatures too- how do I do it?


Also, entity question: what should I add to make an entity bring tons of war animals and mounts with them for sieges/ambushes?
« Last Edit: October 21, 2011, 04:39:46 am by Tirion »
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IamanElfCollaborator

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4139 on: October 21, 2011, 03:04:07 am »

Right, thanks for the info, I'll be working on the Phoenix for a FF summons mod.
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