Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 328 329 [330] 331 332 ... 357

Author Topic: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)  (Read 422416 times)

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4935 on: January 18, 2012, 07:18:25 pm »

Ah, simple typos completely ruining entire files...

it's happened to all of us :P

Prologue

  • Bay Watcher
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4936 on: January 19, 2012, 10:23:55 am »

How do I make it so that when making bone items, it doesn't use the whole stack?

The WEAPON:ITEM_WEAPON_SWORD is just a filler.
Spoiler (click to show/hide)
Logged

i2amroy

  • Bay Watcher
  • Cats, ruling the world one dwarf at a time
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4937 on: January 19, 2012, 01:04:10 pm »

I don't think that it's really possible right now. The best workaround in most cases is simply to have it use the stack and then give you a corresponding number of products (like making 10 swords from the stack of 20 bones instead of making 1 sword from two of the bones).
Logged
Quote from: PTTG
It would be brutally difficult and probably won't work. In other words, it's absolutely dwarven!
Cataclysm: Dark Days Ahead - A fun zombie survival rougelike that I'm dev-ing for.

Tecknojock

  • Bay Watcher
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4938 on: January 19, 2012, 06:31:01 pm »

When I'm creating creature graphics, will
Code: [Select]
[DEFAULT:PONY_CRIT:0:0:AS_IS:DEFAULT] cover all unspecified professions on a race that uses them, or will I have to create an entry for each profession even if I'm just using 1 graphic as a placeholder for all professions?
Logged

Abregado

  • Bay Watcher
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4939 on: January 20, 2012, 07:20:13 am »

do reactions that take place in the STILL work with the [AUTOMATIC] tag? Mine dont seem to be and I'm wondering if its an bug of feature.

Dbuhos

  • Bay Watcher
  • Carbon Strain
    • View Profile
    • DeviantArt
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4940 on: January 20, 2012, 07:39:37 am »

Hey, is there any way to make a creature turn into ashes or something like that when it dies ?
Logged

ArKFallen

  • Bay Watcher
  • Bohandean Desserter
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4941 on: January 20, 2012, 08:32:28 am »

Hey, is there any way to make a creature turn into ashes or something like that when it dies ?
I think it is
[ITEMCORPSE:POWDER_MISC:NONE:ASH:NONE]
Logged
Hm, have you considered murder?  It's either that or letting it go.
SigText
I logged back on ;_;

Sphalerite

  • Bay Watcher
    • View Profile
    • Drew's Robots and stuff
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4942 on: January 20, 2012, 09:36:29 am »

Hey, is there any way to make a creature turn into ashes or something like that when it dies ?

Fire Men in the vanilla raws already do this.  The raw code they use to do it is:

[ITEMCORPSE:BAR:NO_SUBTYPE:ASH:NO_MATGLOSS]
Logged
Any intelligent fool can make things bigger and more complex... It takes a touch of genius --- and a lot of courage to move in the opposite direction.

Prologue

  • Bay Watcher
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4943 on: January 20, 2012, 04:11:20 pm »

Is there a way to make shields act as a weapon? I.e. Shield bashing? Or do they already do that? If they do that, can Dwarves equip 2 shields?

And can someone explain how Size works for weapons? I don't understand it.
« Last Edit: January 20, 2012, 04:15:15 pm by Prologue »
Logged

Hugo_The_Dwarf

  • Bay Watcher
  • Modding Mentor
    • View Profile
    • Regeneration: Forced Evolution
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4944 on: January 20, 2012, 04:30:02 pm »

Is there a way to make shields act as a weapon? I.e. Shield bashing? Or do they already do that? If they do that, can Dwarves equip 2 shields?

And can someone explain how Size works for weapons? I don't understand it.
For weapons as far as I know SIZE affects Item price. and they Bash with shields and its a yes to wielding 2, just specify it in the uniform. (uses Misc Object to attack)
Logged

Tecknojock

  • Bay Watcher
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4945 on: January 20, 2012, 05:29:56 pm »

How are names generated?  I'm currently using the My Little Fortress mod and it irritates me that all the Ponies have Dwarven names.

I'm assuming to fix this I'll have to modify the language file to something more appropriate and change out the dwarven words for more appropriate words and change [TRANSLATION:] under entity.

Is this correct or is there more to it than just this?
Logged

Reudh

  • Bay Watcher
  • Perge scelus mihi diem perficias.
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4946 on: January 20, 2012, 05:48:33 pm »

Bronies be gone!

Actually, all you need to do is replace the words in the translations... but then if you want to embark as dwarves they'll have pony names.

Ideally you could just create a new one and have the pony's civ_entity refer to that instead.

Tecknojock

  • Bay Watcher
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4947 on: January 20, 2012, 06:10:57 pm »

I had intended on creating a new language file.

I just found the wiki page for language and now have a couple questions about what I see.

Can I create new [SYMBOL]'s to use with the [SELECT_SYMBOL] and [CULL_SYMBOL] arguments? Nvm, found the symbols file.

[SELECT_SYMBOL]'s usage is [SELECT_SYMBOL:CATAGORY:SYMBOL] but the wiki doesn't seem to tell me what arguments can be used for CATAGORY.

Looking through the raws I see:
  • All
  • War
  • Battle
  • Seige
  • Road
  • Tunnel
  • Bridge
  • Wall
  • Remaining
  • Civ
  • Site
Are these the only arguments available? I'd really like to add a preference for surnames. Also for [SELECT_SYMBOL] does it use these until it runs out, or does it only add a preference for these in the RNG?

EDIT: Unrelated question, while looking through raws, I sometimes see commands sections without brackets. Am I correct in assuming that these are considered comments and so not parsed when DF looks at the raws?

Is it possible to set up descriptions based on a migrants highest skill when he/she joins the fortress?
« Last Edit: January 20, 2012, 06:24:15 pm by Tecknojock »
Logged

Sphalerite

  • Bay Watcher
    • View Profile
    • Drew's Robots and stuff
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4948 on: January 20, 2012, 06:47:59 pm »

If you look in the file language_SYM.txt, you'll see all the symbols, and which words are associated with each symbol.
Logged
Any intelligent fool can make things bigger and more complex... It takes a touch of genius --- and a lot of courage to move in the opposite direction.

Tecknojock

  • Bay Watcher
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4949 on: January 20, 2012, 06:56:32 pm »

The symbols are easy to find. What I'm asking about are the categories.

For instance [SELECT_SYMBOL:ROAD:FLOWERY] will give preference to flowery named roads, but what I want to know is if I can replace ROAD with something that will allow me to give preference for forenames and Surnames.
Logged
Pages: 1 ... 328 329 [330] 331 332 ... 357