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Author Topic: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)  (Read 423262 times)

Fallen Flame

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3840 on: September 01, 2011, 10:46:30 pm »

Okay everyone, I'm running into some weird problems...

First off for some reason when I attempt this secretion the creature's hands are coated with "shaper skin covering" and I have no idea why this is happening, I've tried everything I could think of. Anyone know why?

Code: [Select]
[SECRETION:LOCAL_CREATURE_MAT:FLAMES:LIQUID:BY_CATEGORY:HAND:ALL]
[ATTACK:BURN:BODYPART:BY_TYPE:GRASP]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:burn:burns]
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:MAIN]
[SPECIALATTACK_INJECT_EXTRACT:LOCAL_CREATURE_MAT:FLAME:LIQUID:100:100]

also do injection attacks only happen if the attack actually makes contact with the target's blood?

Also for some reason the caste "burning" can't use it's burn attack as long as the punch attack is enabled for the other castes. Does this mean only one attack can be used per bodypart?
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Sphalerite

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3841 on: September 02, 2011, 07:56:51 am »

You're calling on two different local creature materials there:  FLAMES and FLAME.  Are both those defined in the creature's definition somewhere?
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Fallen Flame

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3842 on: September 02, 2011, 09:43:35 am »

Ah that would be it they arr ment to be the same and i defined the flame material. Its wierd
i thought i checked for typos like that.
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trees

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3843 on: September 02, 2011, 06:14:30 pm »

A quick question, just to make sure I'm not missing something: Is it currently impossible for different castes of a creature to have different symbols/tiles and colors?
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Vattic

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3844 on: September 02, 2011, 07:15:30 pm »

A quick question, just to make sure I'm not missing something: Is it currently impossible for different castes of a creature to have different symbols/tiles and colors?
You can do those things.

Look here.
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trees

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3845 on: September 02, 2011, 07:20:42 pm »

Oh, great. I skimmed through the wiki but I guess I missed those, thanks a lot.
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Karnewarrior

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3846 on: September 02, 2011, 09:39:22 pm »

Anyone know how to make an attack do more damage than it should? I'm trying to make Feegles. Because Fun.
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drilltooth

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3847 on: September 02, 2011, 10:19:55 pm »

make the body part in question unusually large? Reduce the contact_percentage of the attack? for weapons you can increase it's velocity, (which is why whips are so nasty, they;v got like 5X the speed of most weapons.)
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Karnewarrior

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3848 on: September 02, 2011, 10:27:32 pm »

make the body part in question unusually large? Reduce the contact_percentage of the attack? for weapons you can increase it's velocity, (which is why whips are so nasty, they;v got like 5X the speed of most weapons.)
I can reduce the Contact_Perc I guess, but I'm not sure I want Feegles bubling about with huge Limbs.

Speaking of which, I need to make a headbutt attack. Ach, crivens.
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Korbac

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3849 on: September 03, 2011, 06:49:21 am »

Increase the velocity of the attack as you would a weapon - that should do it. :)

Also, boost their strength if they CAN_LEARN.
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ArKFallen

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3850 on: September 03, 2011, 07:00:08 am »

Is there a limit to how many Arguments a detail plan can have? Because after 6 it says "it cannot find the tissue" in the errorlog. Here's the detail plan:
Spoiler: Detail Plan (click to show/hide)
And error log when applied to a dwarf:
Spoiler: Error Log (click to show/hide)
The reason I'm using so many arguments, is because I want all the tissues to be chosen for bodyparts within the creature itself. Like lung horns, I could just change the horn tissue in-creature but then varying castes wouldn't work.
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Kweri

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3851 on: September 03, 2011, 10:49:24 am »

Let me preface this by saying that I don't have an answer to your question, unfortunately. It's quite possible that there's some hardcoded limit.

One workaround might be to make multiple body detail plans - DETAILED_VERTEBRATE_LAYERS_BASIC (ARG1-ARG6), DETAILED_VERTEBRATE_LAYERS_ORGANS1 (ARG1-ARG6), etc until you have everything you need. There's nothing wrong I can see with using multiple plans like this as long as you plan carefully so that no one body part needs tissues from multiple plans.

That said, I'm a bit confused what you're trying to do here. How is this going to solve your caste issue?
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squishynoob

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3852 on: September 03, 2011, 10:59:15 am »

I believe hardcoded as well.

Another workaround is to replace a given tissue (e.g. brain), with another tissue, especially if you only need small changes.

Like this:
Code: [Select]
[SELECT_TISSUE_LAYER:BY_CATEGORY:BRAIN]

[SET_LAYER_TISSUE:GEM]
(There are probably other ways to do this, to reset a tissue in all the body, but more or less you get the idea)

QUESTION TIME:

I have this creature:
Spoiler (click to show/hide)

They're supposed to have two extra attacks:

1 - Hitting with their head spikes;
2 - Vomiting poison (queens only).

But they don't show, and the error log says nothing about it.
(Spiking doesn't show in the attack screen, and the queens never use the breath attack).

Any idea why?
« Last Edit: September 03, 2011, 11:10:18 am by squishynoob »
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Fallen Flame

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3853 on: September 03, 2011, 11:33:11 am »

First off your breath attack format is wrong, you have:
[MATERIAL_BREATH_ATTACK:POISON:LIQUID_GLOB]
what you need is:
[MATERIAL_BREATH_ATTACK:LOCAL_CREATURE_MAT:POISON:LIQUID_GLOB]

however I think that having a breath attack like this will cause the creature to stand in a single place and just shot glob's at enemies, and I don't know if this breath attack will actually apply the syndrome that it has. You could try using a TRAILING_VAPOR_FLOW attack to apply the syndrome better.

Also I don't actually see you giving the creature a spike bodypart anywhere in your creature definition.

EDIT: Actually an alternate way to do this which wouldn't require a new body part, would be to just give them a horn on their head, then using a bodygloss change it to a spike. So add this to body_default [BODYGLOSS:SPIKE:horn:spike:horns:spikes] and then in your creature add HEAD_HORN to the creature's body, and add this somewhere's after that [BODYGLOSS:SPIKE]

Then just change this
Code: [Select]
[ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_CATEGORY:HEAD:SPIKES]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:spike:spikes]
[ATTACK_CONTACT_PERC:10]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_WITH]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:MAIN]
to this
Code: [Select]
[ATTACK:SPIKE:BODYPART:BY_CATEGORY:HORN]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:spike:spikes]
[ATTACK_CONTACT_PERC:10]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_WITH]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:MAIN]
« Last Edit: September 03, 2011, 11:40:52 am by Fallen Flame »
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squishynoob

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3854 on: September 03, 2011, 01:13:05 pm »

Thanks about the breath attacks, now it works (too bad we can't just squirt a liquid)

The spikes, I thought of just using many small horns (30-40), but that's a last ditch attempt.

I copied most of the spike concept (bodypart and attack) from nails. They have no bodypart of their own, but they're a child tissue, attached to fingers. Nail scratching attacks should work just like that except that they... work. That's what makes me perplexed.
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