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Author Topic: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)  (Read 419777 times)

namragog

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #660 on: August 28, 2010, 10:51:21 am »

could you? I'm sort of doing 5 things at once on my computer right now. it would be appreciated.
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Knight Otu

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #661 on: August 28, 2010, 10:56:53 am »

   [USE_MATERIAL_TEMPLATE:BLOOD:METAL_TEMPLATE]
Remove that line. You don't need it.

   [MATERIAL_BREATH_ATTACK:LOCAL_CREATURE_MAT:GOLD:TRAILING_GAS_FLOW]
Change this to
[MATERIAL_BREATH_ATTACK:INORGANIC:GOLD:TRAILING_GAS_FLOW]

Also, add
   [BLOOD:INORGANIC:GOLD:LIQUID]
for molten gold blood. You may have to check whether you need to change the creature's heatdam levels for this (see the dragon for an example).
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namragog

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #662 on: August 28, 2010, 11:03:19 am »

It worked perfectly, but, my creature melted to death  :'(
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namragog

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #663 on: August 28, 2010, 11:03:52 am »

my boiling gold creature.
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Gearheart

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #664 on: August 28, 2010, 11:04:04 am »

I could still use some help with skills.

I can't seem to find a way to make a new skill. Are skills hardcoded, or is it possible?

As well as that, if I were to create a new metal and metal ore, which files would I need to edit?

I assume it would be Inorganic_Metal and Inorganic_mineral, correct? Then, to extract the ore, I'd create a reaction to use the ore with a smelter/whichever custom workshop, right?

Sorry if I seem like an idiot, I'm pretty much just having to take this in baby steps at a time, and I want to make sure I've got it right before I start messing around with the files
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Deon

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #665 on: August 28, 2010, 11:08:05 am »

my boiling gold creature.

At the end of the creature add:
Code: [Select]
[SELECT_MATERIAL:ALL]
[COLDDAM_POINT:NONE]
[HEATDAM_POINT:NONE]
[IGNITE_POINT:NONE]
[IF_EXISTS_SET_MELTING_POINT:55000]
[IF_EXISTS_SET_BOILING_POINT:57000]
[SPEC_HEAT:30000]
Need to make sure blood and pus aren't solid at regular temperatures.
[SELECT_MATERIAL:BLOOD]
[PLUS_MATERIAL:PUS]
[MELTING_POINT:10000]
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3

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #666 on: August 28, 2010, 11:08:16 am »

Seems to work now. I just tore one in half and my lip melted.

Spoiler (click to show/hide)

I changed the childname as well.

@Gearheart:

As I said earlier, no, it's not possible.

Yes, that's what you'd do for the ore.

@Knight Otu:

Even if the blood is molten in that case, won't it still only spit out solid gold with a trailing flow?

Edit: Eh, Deon's solution fixes it all. Use that instead.
« Last Edit: August 28, 2010, 11:10:18 am by 3 »
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Deon

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #667 on: August 28, 2010, 11:10:03 am »

Quote
Then, to extract the ore, I'd create a reaction to use the ore with a smelter/whichever custom workshop, right?
You don't need a reaction, you just add [METAL_ORE:IRON:100] where IRON is your metal name. Just check any existing ore. 100 is a chance of the metal being produced when you smelt the ore.
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namragog

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #668 on: August 28, 2010, 11:12:18 am »

GASP! it works! yay yay yaaaay!! thank you so much!!!!!!!!!!!!!!!
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Gearheart

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #669 on: August 28, 2010, 11:13:31 am »

Ah, sorry 3, I must have missed the post.

Thanks for the confirmation anyway.

And thanks for the tip Deon. Does it automatically recognise any stone with the [METAL_ORE] tag as a smeltable rock?
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namragog

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #670 on: August 28, 2010, 11:15:23 am »

haha! :D in the rain, the clouds of gold turn to steam, and then suffocate it AND the enemy! ha! :D :D :D :P
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namragog

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #671 on: August 28, 2010, 11:20:05 am »

oh wait NVM. the both died from punctured lungs  :P they do steam though  :D
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Deon

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #672 on: August 28, 2010, 11:41:19 am »

Ah, sorry 3, I must have missed the post.

Thanks for the confirmation anyway.

And thanks for the tip Deon. Does it automatically recognise any stone with the [METAL_ORE] tag as a smeltable rock?
Yep, it basically creates a reaction for you, so there's no need to make one :P.
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Gearheart

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #673 on: August 28, 2010, 11:49:40 am »

Oh, that's handy.

Thanks. I think I have most of it down now.
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Guuo

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #674 on: August 30, 2010, 09:57:23 am »

Through trial and error, reading guides and the forums, I have created a new creature. My question is, if I have two or more main attacks, can I have something like a random chance of one of them occurring? ATM I have two primary attacks, a bite which injects GCS venom and an attack which uses my creatures "claws" (more like spikes though) to impale his adversary.

The creature is a crossup of a human and a spider, a humanoid with spider feats. It has two layers of adamantine exoskeleton and adamantine bones. With a healing rate of 1 in every tissue layer, supernatural speed and attributes and powerful natural attacks it is as imba as it is supposed to be. I just have yet to see it use the claw attack, and I want some variety in the battles. I really don't want to wait for someone to somehow disable my mouth/head without killing me just to see the claw attack in action. Damn this was irrelevant.
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