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Author Topic: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)  (Read 422714 times)

Rgamer

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4365 on: November 19, 2011, 12:56:50 pm »

Yep. Defined as:

[INORGANIC:VIBRANIUM]
and[INORGANIC:ULTRIUM] respectively

EDIT:

How would I make a reaction that cooks, say, eggs, and nothing else?
« Last Edit: November 19, 2011, 04:23:00 pm by Rgamer »
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Putnam

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4366 on: November 19, 2011, 05:50:52 pm »

I don't think you would.

Tirion

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4367 on: November 19, 2011, 06:24:22 pm »

Interesting, I'll have to test that in the future.

E: The future is now! Test fortress going right now with hostile underground civ set to the lowest attack triggers and no paths from the surface. I'll report back when/if I get conclusive results.

Any luck with that?
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trees

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4368 on: November 19, 2011, 06:31:55 pm »

So far, they have not shown up at all, so nothing conclusive, no.
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dopple

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4369 on: November 19, 2011, 06:42:37 pm »

[MAXAGE:60:120]
   [ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]
      [ATTACK_SKILL:GRASP_STRIKE]
      [ATTACK_VERB:punch:punches]
      [ATTACK_CONTACT_PERC:100]
      [ATTACK_FLAG_WITH]
      [ATTACK_PRIORITY:MAIN]

I want to say that changing MAXAGE would change how much damage is done. But I think it would also be [ATTACK_CONTACT_PERC]
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Putnam

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4370 on: November 19, 2011, 06:56:06 pm »

MAXAGE just determines how long a creature will take to die of old age. Try a velocity multiplier, which you can find on the creature token wiki page.

dopple

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4371 on: November 19, 2011, 08:12:40 pm »

Is there a modifier for accuracy or whatnot?
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trees

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4372 on: November 19, 2011, 08:13:54 pm »

Is there a modifier for accuracy or whatnot?

Skill probably plays a role, you could give them [NATURAL_SKILL:GRASP_STRIKE:5] or something.
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dopple

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4373 on: November 19, 2011, 08:18:01 pm »

So this would make it very easy for it to grab something?
I am guessing also, that the higher the percentage the higher damage it will do (case of velocity modifier) and accuracy in case of (grasp_strike?
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trees

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4374 on: November 19, 2011, 08:22:51 pm »

For grabbing things, you want WRESTLING instead of GRASP_STRIKE.
I believe creature attack velocities are in percentages, so 100 would be the default. Generally, yeah, the higher the velocity the more damage done. (See: whips vs warhammers.)
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dopple

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4375 on: November 19, 2011, 09:38:23 pm »

So would I be able to make my badger monster able to hit something by increasing this Grasp token?
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ArKFallen

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4376 on: November 20, 2011, 12:13:21 pm »

So would I be able to make my badger monster able to hit something by increasing this Grasp token?
[NATURAL_SKILL:GRASP_STRIKE:5] Would make them 'Skilled Strikers' which would make their attacks more accurate and deadly. Also: the more they use this attack the better they'll become at the skill(if they can learn/are intelligent) which would make the attack more accurate and deadly.

tl;dr
Yes.
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Tirion

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4377 on: November 20, 2011, 01:47:30 pm »

So far, they have not shown up at all, so nothing conclusive, no.

Any conflicts in legends between them and surfacers?
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trees

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4378 on: November 20, 2011, 02:23:11 pm »

Any conflicts in legends between them and surfacers?

Nope, I didn't see them at all in legends mode. I think [LAYER_LINKED] prevents that.
It's been like six years in to that fortress and they still haven't shown up... I'm not going to say that it doesn't work until they show up on the surface or something, though.
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proxn_punkd

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4379 on: November 20, 2011, 02:42:05 pm »

My modded plants with leaf products aren't showing up correctly. I can't produce leaves from those plants, and I get dwarves with preferences for "unknown leaves" (trust Toady to have accounted for wonky mods). I'm using coding cribbed straight from the Quarry Bush entry, and my Quarry Bushes still work fine. The only difference I can think of is that the modded plants can also be eaten raw and/or used in other ways.

Do plants have to have no other purpose for leaf products to work correctly?
« Last Edit: November 20, 2011, 03:59:43 pm by proxn_punkd »
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