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Author Topic: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)  (Read 430615 times)

Vattic

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1230 on: December 06, 2010, 12:35:20 pm »

Today I've been experimenting with the BP_APPEARANCE_MODIFIER and TL_COLOR_MODIFIER tokens but have been getting confusing results.

The following:
Code: [Select]
[SET_BP_GROUP:BY_CATEGORY:EAR]
[BP_APPEARANCE_MODIFIER:LENGTH:75:95:98:100:102:105:125]
[APP_MOD_NOUN:antennas:PLURAL]
[APP_MOD_IMPORTANCE:700]
[BP_APPEARANCE_MODIFIER:THICKNESS:75:95:98:100:102:105:125]
[APP_MOD_NOUN:antennas:PLURAL]
[APP_MOD_IMPORTANCE:650]

[SET_TL_GROUP:BY_CATEGORY:EAR:CHITIN]
[TL_COLOR_MODIFIER:DARK_SIENNA:1]
[TLCM_NOUN:antennas:PLURAL]
Will get me descriptions like this:
Quote
It's somewhat long dark sienna antennas are slightly thick.
Which is fine yet the following:
Code: [Select]
[SET_BP_GROUP:BY_CATEGORY:HEAD]
[BP_APPEARANCE_MODIFIER:BROADNESS:75:95:98:100:102:105:125]
[APP_MOD_NOUN:head:SINGULAR]
[APP_MOD_IMPORTANCE:700]

[SET_TL_GROUP:BY_CATEGORY:HEAD:CHITIN]
[TL_COLOR_MODIFIER:SIENNA:1]
[TLCM_NOUN:head:SINGULAR]
Which I want to give something like:
Quote
It's somewhat narrow head is sienna.
But instead it gets me:
Quote
It's head is somewhat narrow. ... It's head is sienna.

What am I doing wrong here?

EDIT: Cleaned up post a little and added some clarification.
« Last Edit: December 06, 2010, 01:24:56 pm by Vattic »
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Vattic

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1231 on: December 06, 2010, 03:45:52 pm »

I've done a load more tests and it makes even less sense now than before.

Currently the following:
Code: [Select]
[SET_BP_GROUP:BY_CATEGORY:HEAD]
[BP_APPEARANCE_MODIFIER:BROADNESS:75:95:98:100:102:105:125]
[APP_MOD_NOUN:head:SINGULAR]
[APP_MOD_IMPORTANCE:700]

[SET_TL_GROUP:BY_CATEGORY:HEAD:CHITIN]
[TL_COLOR_MODIFIER:SIENNA:1]
[TLCM_NOUN:head:SINGULAR]
TLCM_IMPORTANCE:700]
Produces descriptions like:
Quote
It's head is somewhat narrow. It's head is sienna.
Changing HEAD to EAR like so:
Code: [Select]
[SET_BP_GROUP:BY_CATEGORY:EAR]
[BP_APPEARANCE_MODIFIER:BROADNESS:75:95:98:100:102:105:125]
[APP_MOD_NOUN:head:SINGULAR]
[APP_MOD_IMPORTANCE:700]

[SET_TL_GROUP:BY_CATEGORY:EAR:CHITIN]
[TL_COLOR_MODIFIER:SIENNA:1]
[TLCM_NOUN:head:SINGULAR]
TLCM_IMPORTANCE:700]
Produces descriptions like:
Quote
It's sienna head is somewhat narrow.

I have no idea why it favours EAR parts in this way. Perhaps it's hardcoded.

Edit: Are these colours used anywhere but the descriptions? Severed body parts perhaps?
« Last Edit: December 06, 2010, 03:47:47 pm by Vattic »
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LordBistian

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1232 on: December 06, 2010, 04:06:09 pm »

Ugh.
I cant believe how there's a raw for weapons but Upright Spear Traps are hardcoded.
Too bad, now I wont be able to build some masterwork Upright Candy Canes.
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JoRo

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1233 on: December 06, 2010, 06:47:20 pm »

Ugh.
I cant believe how there's a raw for weapons but Upright Spear Traps are hardcoded.
Too bad, now I wont be able to build some masterwork Upright Candy Canes.

Isn't this what [IS_SPIKE] is for?
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LordBistian

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1234 on: December 07, 2010, 12:39:52 pm »

For Trap Components, yes.
For Weapons, no.
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Greiger

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1235 on: December 08, 2010, 08:28:50 am »

Doesn't just anything that uses spear skill qualify as a spike?   I modded in lances some time ago and I can put them in upright spike tiles like regular spears.

Other than that it shouldn't be impossible to mod in an extra weapon trap that is almost identical to a spike in every way but the name.


EDIT:  Unless yer talking about the building name itself....
« Last Edit: December 08, 2010, 08:30:40 am by Greiger »
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Vattic

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1236 on: December 08, 2010, 01:50:29 pm »

I'm trying to get my creatures to spray out "acid" which causes pain, blisters, and temporary blindness. To do this I am using material breath attacks and contact syndromes. I want the acid to start as a liquid but boil away upon contact. Unfortunately it seems materials with no MAT_FIXED_TEMP token start out freezing cold. It's killing my creatures to use their breath attacks. Am I missing something?
Code: [Select]
[USE_MATERIAL_TEMPLATE:ACID:CREATURE_EXTRACT_TEMPLATE]
[STATE_NAME:ALL_SOLID:frozen acid]
[STATE_ADJ:ALL_SOLID:frozen acid]
[STATE_NAME:LIQUID:acid]
[STATE_ADJ:LIQUID:acid]
[STATE_NAME:GAS:boiling acid]
[STATE_ADJ:GAS:boiling acid]

[SPEC_HEAT:200] Low to aid evaporation
[IGNITE_POINT:NONE] Doesn't burn
[MELTING_POINT:0] Melts at lowest temperature
[BOILING_POINT:10065] Boils at just bellow human body temperature
[PREFIX:NONE]
[SYNDROME]
[SYN_NAME:acid burn]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_IMMUNE_CREATURE:ANT_MAN:ALL]
[SYN_CONTACT]
[CE_IMPAIR_FUNCTION:SEV:70:PROB:90:LOCALIZED:BP:BY_CATEGORY:ALL:EYE:START:1:PEAK:10:END:70]
[CE_PAIN:SEV:100:PROB:100:LOCALIZED:BP:BY_CATEGORY:ALL:SKIN:START:1:PEAK:10:END:70]
[CE_BLISTERS:SEV:100:PROB:100:LOCALIZED:BP:BY_CATEGORY:ALL:SKIN:START:1:PEAK:10:END:70]
[MATERIAL_BREATH_ATTACK:LOCAL_CREATURE_MAT:ACID:UNDIRECTED_VAPOR]

Is it not possible to have a material that starts of above freezing?

Edit: I forgot to mention: Having contact poisons with LOCALIZED but without BP:BY_CATEGORY:x:x seem to target all tissue layers of the contaminated body part. During testing I had one human who, having been sprayed with acid, had blistering skin, muscle, fat (although I don't remember seeing it), and bone. I ended up making it so only the skin layer is targeted but this means I can't spray acid into a wound and damage other tissue layers. Is this typical of contact poisons? If so surely there should be a way to specify that it only effect exposed layers.
« Last Edit: December 08, 2010, 01:58:57 pm by Vattic »
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rephikul

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1237 on: December 08, 2010, 02:37:12 pm »

Is this typical of contact poisons? If so surely there should be a way to specify that it only effect exposed layers.
I believe it's dependent on the penetration of the attack. So an attack that chip the bone probably will inflict poison til there but dont quote me on that.
As for your boiling poison I'm not quite sure how it play out, I design all of my poison with the assumption the player play with temperature off. Also note that boiling contact poison seem to almost always affect the eyes.
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KaelGotDwarves

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1238 on: December 08, 2010, 03:43:15 pm »

Spoiler: stuff (click to show/hide)
Quote
[SPEC_HEAT:200]   Low to aid evaporation
Is your problem. If you check every other material in the vanilla DF raws, they have SPEC_HEAT in the range 4000ish.

Low spec heat and no material temp definition or low fixed temp leads to something similar to Deon's freezing vapor from the genesis mod, which will freeze and destroy anything that doesn't have a fixed temp. Low spec heat causes heat transfer to be incredibly... interestingly powerful, and done properly can make everything that isn't a construction instantly vaporize around said creature.

You can easily have non-freezing vapors or burning ones by having proper fixed temp and spec heat tags.
« Last Edit: December 08, 2010, 03:45:37 pm by KaelGotDwarves »
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Vattic

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1239 on: December 08, 2010, 05:19:22 pm »

Cheers for helping out.

If you check every other material in the vanilla DF raws, they have SPEC_HEAT in the range 4000ish.
Oddly enough gold has a lower specific heat than 200 and only a few things have it as high as 4000 according to the wiki. I've now set it to 4000 but it still says it's frozen acid:

Quote
The Antman 1 breathes a cloud of frozen acid!
The Antman 1 is caught in a burst of frozen acid!
Antman 1 is caught in a cloud of boiling acid!
Antman 1 is caught in a cloud of boiling acid!

You can easily have non-freezing vapors or burning ones by having proper fixed temp and spec heat tags.
I don't want to use a fixed temperature. The temperature needs to start out at about 10000 then rise on contact to 10040+ where it can evaporate. Fixed temperatures will stop this no?

Fake edit: I've changed it to LIQUID_GLOB and gave it a fixed temp of 10000 and:
Quote
The spinning frozen antman acid strikes You in the left back lower leg, tearing the fat!

Edit:
I tried the following:
Code: [Select]
[USE_MATERIAL_TEMPLATE:ACID:CREATURE_EXTRACT_TEMPLATE]
[STATE_NAME:ALL_SOLID:frozen antman acid]
[STATE_ADJ:ALL_SOLID:frozen antman acid]
[STATE_NAME:LIQUID:antman acid]
[STATE_ADJ:LIQUID:antman acid]
[STATE_NAME:GAS:boiling antman acid]
[STATE_ADJ:GAS:boiling antman acid]
[IGNITE_POINT:NONE]
[MELTING_POINT:10000]
[BOILING_POINT:10030]
[HEATDAM_POINT:10000]
[COLDDAM_POINT:NONE]
[PREFIX:NONE]
Which seems to work fine. The only problem is that I'm not sure what I was doing wrong before.
« Last Edit: December 08, 2010, 05:45:49 pm by Vattic »
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KaelGotDwarves

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1240 on: December 08, 2010, 06:04:05 pm »

Yes, I forgot to mention that changing COLDDAM_POINT and HEATDAM_POINT have properties that change temperature damage effects. That'll either make creatures take damage from temperature or resist it even though there is a temp difference.

squeakyReaper

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1241 on: December 09, 2010, 12:40:30 pm »

Here's a simple one, which of course is more complicated than I know.  I want to make my Kobolds more draconic, so I've been giving them certain features.  The next step is three things.

ONE:  How do I make them worship dragons more often?  I know civs can worship megabeasts, but is it able to be directed at dragons?  Furthermore, is it possible for me to either mod the kobolds, mod the dragons or both to make them more friendly to eachother?  Not keeping the dragons from snacking per se, but for them to at least not want to kill eachother as much.

TWO:  Can I create my own religion spheres so I can make a kobold diety of dragons?

THREE:  I've modded in a race of lesser dragons (that way I can tame my own breeding pair of dragons!).  Is there a way to make Kobolds favor them as pets?  If I set them out in the wild everyone will want them.  I've considered making them evil animals, but then goblins would acquire them as well.  I suppose that's acceptable though, since it'd make my sieges much more interesting.
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D_E

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1242 on: December 09, 2010, 01:59:11 pm »


Which seems to work fine. The only problem is that I'm not sure what I was doing wrong before.

You changed the melting point.  Liquid (and vapor) breath weapons and injections start out at or just above their melting points, and gas breath weapons and injections start out at or just above their boiling point.  So when you had MELTING_POINT:0, the vapor was starting out at 0U, lethally freezing anything that touched it.  The working one has MELTING_POINT:10000, which is still cold but not lethally so.

As you thought, SPEC_HEAT controls how hard it is to change the temperature of the material, and in your case should be set low.  Low SPEC_HEATs don't seem to cause problems, I've used SPEC_HEAT:1 for creature materials when I've wanted to be sure something would catch fire at the slightest provocation.

COLDDAM_POINT and HEATDAM_POINT set at what temperature items made from the material will begin to degrade.  If the item is colder than the COLDDAM_POINT or hotter than the HEATDAM_POINT, it will start wearing out.  It will degrade faster the farther the temperature is from the DAM_POINT.  In your case, a low HEATDAM_POINT may help encourage acid residue to disappear. Items do not degrade unless they are held by a creature (or sitting on the ground by a creature with a FIXED_TEMP?)
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Vattic

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1243 on: December 09, 2010, 02:58:34 pm »

Thanks for clearing that up D_E. With MELTING_POINT:0 I was trying to assure it had no solid state.
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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1244 on: December 09, 2010, 03:14:57 pm »

I know civs can worship megabeasts

They don't do this anywhere near as much as they did in 40d, fyi.

but is it able to be directed at dragons?

Associate dragons with more SPHEREs, give kobolds appropriate SPHERE_ALIGNMENTs and RELIGION_SPHEREs.

Furthermore, is it possible for me to either mod the kobolds, mod the dragons or both to make them more friendly to eachother?  Not keeping the dragons from snacking per se, but for them to at least not want to kill eachother as much.

Not in any way that I know of.

TWO:  Can I create my own religion spheres so I can make a kobold diety of dragons?

No.

THREE:  I've modded in a race of lesser dragons (that way I can tame my own breeding pair of dragons!).  Is there a way to make Kobolds favor them as pets?  If I set them out in the wild everyone will want them.  I've considered making them evil animals, but then goblins would acquire them as well.  I suppose that's acceptable though, since it'd make my sieges much more interesting.

You could combine both efforts; make the dragons evil and limit the biomes of both.
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