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Author Topic: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)  (Read 419809 times)

namragog

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #630 on: August 27, 2010, 10:28:16 pm »

You have to add [CASTE_NAME:catgirl:catgirls:catgirl]
the the creature raw. I made the same mistake today :D
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claer_runway

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #631 on: August 27, 2010, 10:29:47 pm »

where, exactly? could you repost it? I'm new to this
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namragog

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #632 on: August 27, 2010, 10:31:18 pm »

oh, wait, also, the code in DF 2010 is very much different. you probably will have to get the human from the new version, copy it, add ears, and make only females in the castes. also, the both technically have to be different genders, because otherwise you can't have anything being born. sort of out of luck on this one unless..... (look away people under 18!) you consider futa.
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namragog

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #633 on: August 27, 2010, 10:32:23 pm »

you don't really have to put it anywhere in particular, except it has to not be in any grouping.
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claer_runway

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #634 on: August 27, 2010, 10:35:09 pm »

okay, makes sense. to bad you cant have a single-gender race.
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namragog

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #635 on: August 27, 2010, 10:39:04 pm »

yeah, sorry about that. having the same problem with my genderless race "the rampaging wilders", humanoid beings that have different genders and castes. the "females" are tall and have claws, the "males" have no arms and giant, scything teeth, and the others, hopefully they will have molten gold for blood and be able to breathe cold gas, yet have hardly any toughness. I need help with the "hp" cold breath, and gold blood though, as you can see in my previous unanswered posts.
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claer_runway

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #636 on: August 27, 2010, 10:54:29 pm »

how's this?

Spoiler (click to show/hide)
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claer_runway

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #637 on: August 27, 2010, 11:06:47 pm »

okay, I just tried to gen a world with the above code, and I got not animals whatsoever on the embark screen
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claer_runway

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #638 on: August 28, 2010, 12:03:45 am »

all right, copied over the raws from a different game and added the new file (i'm guessing the second one isnt needed)

now everything but the catpeople show up.
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Greiger

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #639 on: August 28, 2010, 12:23:35 am »

Hm...the coldbreath....I think I still have my origonal raw...  I'll try to puzzle it out and post an edit if I figure it out.

Ok, this whole thing clearly shows that I had no idea what I was doing with the materiel modding. Not much different than now actually,  But now theirs probably somebody out there capable of making this more elegant, unlike back then.

First it looks like I made a materiel template
Spoiler: What I used (click to show/hide)

^ That was located in materiel_template_<modname>.txt

Then I went to the creature entry and added this around where all the other materiel were defined.

Spoiler (click to show/hide)

After that, I placed


And at that point the coldbreath was working as far as I could figure, as well as it ever would.

There are oddities though, it tends to cause touching the creature to also deep freeze the victim (the breathing creature tends to get covered in it's own vapor making unprotected snuggling lethal),  The freeze has a delay of about 2 adventure mode turns before having an effect (probably the body's spec heat or layering or something fighting the cold).  And the effect is is at least 95% fatal.  I never had a not intentionally immune critter live it.

Note that modding research has come a long way since then.  If I recall correctly these raws were created way back in 31.01.  So there is most certainly a cleaner or more effective or less guaranteed lethal way by now, but that should get yer critter breathing an icelike substance.

No I don't actually recall exactly how it was done.  I think it was more of a group effort than just me alone. As an educated guess, I think the vapor defaults to the melting point temperature, (5000o Urist)  Which causes the freezing.

Naturally you can name it what you want, doesn't have to be dragonbreath.
« Last Edit: August 28, 2010, 12:46:57 am by Greiger »
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claer_runway

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #640 on: August 28, 2010, 12:30:57 am »

ah...i see. they have to be in creature_domestic.txt. apparently df2010 ignores the new raw for the original mod.

also, butchery is glitched, but i fixed that by removing the [INTELLIGENT] tag. the weird thing was that they would butcher, but they wouldn't eat or move the meat. but it works fine now.

does the intelligent tag do anything else?
« Last Edit: August 28, 2010, 12:44:13 am by claer_runway »
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Greiger

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #641 on: August 28, 2010, 12:54:18 am »

Intelligent implies can speak, can learn and can civ if I recall.

So I think without it they are unable to speak, can't gain levels, and wouldn't work properly if you tried to make them their own civ.    I think they should also no longer require food ( a side effect of the implied can_speak)
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Gearheart

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #642 on: August 28, 2010, 01:10:23 am »

How does one go about editing skills? I'd like to create a new skill to go along with a workshop and some other stuff.

As well as that, is it possible to make a ranged weapon that doesn't use any ammo? Would I just omit the ammo token?

« Last Edit: August 28, 2010, 01:30:29 am by Gearheart »
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3

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #643 on: August 28, 2010, 05:20:11 am »

So I think without it they are unable to speak, can't gain levels, and wouldn't work properly if you tried to make them their own civ.

By the way, civ building seems to be linked to CAN_LEARN in .31 - CAN_CIV doesn't seem to really do anything any more.

You can't create new skills; only use existing ones, and you don't really have any control over editing the existing ones either. Edit: Well, besides removing them, that is.

Secondly, no, it's not possible. You could create a reaction that made free ammo for you, but that's the best you could do.
« Last Edit: August 28, 2010, 05:56:58 am by 3 »
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claer_runway

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #644 on: August 28, 2010, 07:59:12 am »

okay, this is working decntly ,added a few more details to make them more catlike. next question: how do I give them claws? because now they just have a doubly-penetrating and surface-area'd scratch attack.
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