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Author Topic: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)  (Read 430229 times)

ArcaneSaint

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #960 on: October 23, 2010, 01:30:36 pm »

Quote from: Knight Otu
The game won't realize that you want it to look into a file named mod_creature_test.txt.
Ok, didn't know that yet, tx
But apparently that doesn't always work? (according to Ockad)

Whatever the problem is, I'll just stick to copy-pasting any modified creature into the creature_standard.txt for now. I'll probably be doing some testing/messing with file names later, but right now I'm gonna focus on actually making the modified creature unique.

And now that I'm posting here anyway; What exactly do the tags [IMPACT_YIELD:n], [IMPACT_FRACTURE:n] and [IMPACT_STRAIN_AT_YIELD:n] imply? Are higher numbers better (aka: will higher numbers make the material stronger/tougher/more difficult to break)?
« Last Edit: October 23, 2010, 02:34:57 pm by ArcaneSaint »
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GaxkangtheUnbound

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #961 on: October 23, 2010, 01:32:20 pm »

If you want a separate text file for creatures, you need the following:
(file name).txt
[OBJECT:CREATURE]
Those specify to the game that these files are indeed creatures.
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Ockad

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #962 on: October 23, 2010, 01:34:56 pm »

Look:
Spoiler (click to show/hide)

It just won't show up in the 'prepare for embark' item list.

GaxkangtheUnbound

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #963 on: October 23, 2010, 01:38:10 pm »

Look:
Spoiler (click to show/hide)

It just won't show up in the 'prepare for embark' item list.
You have made the tiaras 'common' for the dwarves, correct?
If not, they won't make them. I made head veils common, and I can now sew them.
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Ockad

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #964 on: October 23, 2010, 01:39:32 pm »

And how does one make a item 'common' for the playable race?

GaxkangtheUnbound

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #965 on: October 23, 2010, 01:45:31 pm »

And how does one make a item 'common' for the playable race?
   [ARMOR:(Item Name Here):COMMON]
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Ockad

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #966 on: October 23, 2010, 01:49:16 pm »

Alright, thank you Gaxkangasdasdafsasdf.

krisslanza

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #967 on: October 23, 2010, 03:50:57 pm »

How could you go about changing the "body" of a creature? For example in my own little mod I'm working on, I've made the "Dorfs" a lot stronger overall, so I'm trying to think of ways to balance this out a bit.

One is to change their crafts and such, so they can only craft lesser armors. In exchange though, I'd like them to be able to regenerate more then a Dorf - such as their nerves and tendons and the like. However, I'm not sure how I could do this without having it affect every single creature in the game. Which is not my intention.

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #968 on: October 23, 2010, 03:55:46 pm »

Code: [Select]
[SELECT_TISSUE_LAYER:SKIN]
[HEALING_RATE:(whatever)

Do that in the dwarf creature entry for each and every tissue you want to modify.

Nerves and such may or may not heal regardless of what you specify the healing rate to be (I can't remember if it works or not).
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Hugo_The_Dwarf

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #969 on: October 25, 2010, 10:22:49 am »

Code: [Select]
[SELECT_TISSUE_LAYER:SKIN]
[HEALING_RATE:(whatever)

Do that in the dwarf creature entry for each and every tissue you want to modify.

Nerves and such may or may not heal regardless of what you specify the healing rate to be (I can't remember if it works or not).

This makes the option for making a vampire race... *ponders the subject of intelligent humans that love drinking dwarf blood*
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Clover Magic

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #970 on: October 25, 2010, 05:50:45 pm »

I'm trying to make a breath attack that's on fire, but liquid.  How would I go about such a thing?
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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #971 on: October 25, 2010, 05:58:19 pm »

You could make it a very hot liquid by making the boiling point very high (or removing it entirely) and then setting the fixed temp to something below that. That's about the best you can hope for.
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Clover Magic

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #972 on: October 25, 2010, 05:59:38 pm »

I figured as much, but how, exactly, do I go about defining it?  The wiki entry on the tag just says "LOCAL_CREATURE_MAT references the fact that the material is defined inside the creature entry" but doesn't tell you how to define it.

Edit: I get it.  I think.  THE ARENA WILL TELL.
« Last Edit: October 25, 2010, 06:09:49 pm by Clover Magic »
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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #973 on: October 25, 2010, 06:16:41 pm »

First tell the creature entry to get a material template (generally CREATURE_EXTRACT_TEMPLATE is used, but we can probably use FLAME_TEMPLATE in this case - it doesn't matter a great deal anyway, just affects the number of things you'll have to change):

Code: [Select]
    [USE_MATERIAL_TEMPLATE:FIREBREATH:FLAME_TEMPLATE]
Now edit its properties to however you want them to be:

Code: [Select]
    [USE_MATERIAL_TEMPLATE:FIREBREATH:FLAME_TEMPLATE]
        [STATE_COLOR:ALL:RED]
        [STATE_NAME:LIQUID:liquid flame]
        [STATE_ADJ:LIQUID:liquid flame]
        [STATE_NAME:GAS:flames]
        [STATE_ADJ:GAS:flames]
        #FLAME_TEMPLATE's native temp is 14000
        [IGNITE_POINT:13500] #Just to see what happens. It should work, but if the game bugs out, you can just remove this line
        [MELTING_POINT:13499]
        #The other relevant stuff is already set by FLAME_TEMPLATE
        [PREFIX:NONE]

Then the breath attack itself:

Code: [Select]
    [USE_MATERIAL_TEMPLATE:FIREBREATH:FLAME_TEMPLATE]
        [STATE_COLOR:ALL:RED]
        [STATE_NAME:LIQUID:liquid flame]
        [STATE_ADJ:LIQUID:liquid flame]
        [STATE_NAME:GAS:flames]
        [STATE_ADJ:GAS:flames]
        #FLAME_TEMPLATE's native temp is 14000
        [IGNITE_POINT:13500] #Just to see what happens. It should work, but if the game bugs out, you can just remove this line
        [MELTING_POINT:13499] #Due to the LIQUID_GLOB bit in the breath attack, this can be left alone entirely, but I'll set it anyway
        #The other relevant stuff is already set by FLAME_TEMPLATE
        [PREFIX:NONE]
        [MATERIAL_BREATH_ATTACK:LOCAL_CREATURE_MAT:FIREBREATH:LIQUID_GLOB]
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Clover Magic

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #974 on: October 25, 2010, 07:23:56 pm »

Okay, my creatures are all good, they spawn in the arena just fine.  But...lots of "the spinning  hits the Dwarf!" instead of fire and mayhem and actually being named.  Missing a solid state does that, lol.  So, it's considering it a solid.

After a long period of testing, I've discovered that the flame template can't work.  It has no melting or boiling points, so everything is considered "solid".  I've made a template that has lower-than-fixed-temp igniting and melting points, we'll see how that goes.  -goes to test-

Edit: Nope.  Still solid.  Hmmn.
« Last Edit: October 25, 2010, 07:27:27 pm by Clover Magic »
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