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Author Topic: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)  (Read 432016 times)

Prologue

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #5085 on: January 31, 2012, 04:15:15 pm »

Does anybody know what tag it is that controls ghost formation? Is it just the same as strange moods where any playable civilization can form ghosts?

From the Wiki:
Quote
After the death of an intelligent creature or a dwarf, its soul may occasionally come back as a ghost.

From that, I think the tag [INTELLIGENT] makes ghosts.
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i2amroy

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #5086 on: January 31, 2012, 04:16:53 pm »

That can't be correct, though, since then in vanilla DF you would get human and goblin ghosts along with dwarven ones and you do not. My personal guess would be on the playable civilization thing.
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Meph

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #5087 on: January 31, 2012, 04:18:25 pm »

Thanks for the answers. And the list of course, it is perfect. I searched for profession names, should have tried with profession token as well...

Edit: Correct if I assume that only those are of use that are linked to a labor skill ? I saw the DRUNK profession name, but I guess I will never have a dwarf shown with that profession in fortress mode.
« Last Edit: January 31, 2012, 04:20:54 pm by Meph »
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i2amroy

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #5088 on: January 31, 2012, 04:33:01 pm »

Profession tokens and skill/labor tokens are two different things. The profession tokens are used for profession renames and are found at the place you were linked to, and the labor tokens are used for reactions,custom workshops, and weapons and are found here.

So in short, yes, not every profession has a related skill.
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trees

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #5089 on: January 31, 2012, 04:34:43 pm »

You can encounter drunks in adventure mode, sometimes, and they'll display any custom profession names you give them, just like any other profession. I think rulers of civilizations can have the profession of "drunk" as well, but other than that you won't see it in fortress mode.

Does anybody know what tag it is that controls ghost formation? Is it just the same as strange moods where any playable civilization can form ghosts?

Have you tried [CANNOT_UNDEAD]? That's the only thing that comes to mind that could maybe (I've never tested it) keep them from becoming a ghost, but it probably is hardcoded.
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Meph

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #5090 on: January 31, 2012, 06:30:53 pm »

I know that CANNOT_UNDEAD does not affect ghosts.


I also encountered a problem with one of my features. I use a reaction that should kill the user. I do this by creating a stone that boils away and has a deadly syndrome. It works perfectly, except that it does not work at all, if the work order is set to repeat.

Anyone got an idea about that ?
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Putnam

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #5091 on: January 31, 2012, 06:47:10 pm »

That's odd, since MY deadly rocks work fine on repeat.

Meph

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #5092 on: January 31, 2012, 06:50:30 pm »

Could you please post the reaction and inorcanic file ? I also dont know why it does not work, seems weird. Maybe is has something to do with the workspace, that the dwarf does not come in contact, if he stand constantly in the same spot...



I also found this little gem of a reaction:
Smear blood on weapon:
Spoiler (click to show/hide)

I have the weirdest idea, that I could make a custom liquid, add a syndrome, add a custom reaction class and have a working way of using poison on weapons. PLEASE tell me that I am right.
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Putnam

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #5093 on: January 31, 2012, 06:53:16 pm »

1. You are not right. That won't work. Sorry :(

2.

Inorganic:

Code: [Select]
inorganic_deadly_gas_troll

[OBJECT:INORGANIC]
[INORGANIC:CULL_RED]
[USE_MATERIAL_TEMPLATE:DEADLY_GAS_TEMPLATE]
[STATE_NAME_ADJ:GAS:culling gas]
[DISPLAY_COLOR:4:0:0]
[SYNDROME]
[SYN_NAME:culling gas poison]
[SYN_AFFECTED_CLASS:TROLL_LOWBLOOD]
[SYN_INHALED]
[CE_IMPAIR_FUNCTION:SEV:1000:PROB:100:BP:BY_CATEGORY:LUNG:ALL:START:1:PEAK:300]
[CE_BLEEDING:SEV:1000:PROB:100:BP:BY_CATEGORY:HEART:ALL:START:1:PEAK:300]

[INORGANIC:CULL_BROWN]
[USE_MATERIAL_TEMPLATE:DEADLY_GAS_TEMPLATE]
[STATE_NAME_ADJ:GAS:culling gas]
[DISPLAY_COLOR:6:0:0]
[SYNDROME]
[SYN_NAME:culling gas poison]
[SYN_AFFECTED_CLASS:TROLL_CHOCOLATE]
[SYN_INHALED]
[CE_IMPAIR_FUNCTION:SEV:1000:PROB:100:BP:BY_CATEGORY:LUNG:ALL:START:1:PEAK:300]
[CE_BLEEDING:SEV:1000:PROB:100:BP:BY_CATEGORY:HEART:ALL:START:1:PEAK:300]

[INORGANIC:CULL_YELLOW]
[USE_MATERIAL_TEMPLATE:DEADLY_GAS_TEMPLATE]
[STATE_NAME_ADJ:GAS:culling gas]
[DISPLAY_COLOR:6:0:1]
[SYNDROME]
[SYN_NAME:culling gas poison]
[SYN_AFFECTED_CLASS:TROLL_YUCKYMUSTARD]
[SYN_INHALED]
[CE_IMPAIR_FUNCTION:SEV:1000:PROB:100:BP:BY_CATEGORY:LUNG:ALL:START:1:PEAK:300]
[CE_BLEEDING:SEV:1000:PROB:100:BP:BY_CATEGORY:HEART:ALL:START:1:PEAK:300]

[INORGANIC:CULL_LIME]
[USE_MATERIAL_TEMPLATE:DEADLY_GAS_TEMPLATE]
[STATE_NAME_ADJ:GAS:culling gas]
[DISPLAY_COLOR:2:0:1]
[SYNDROME]
[SYN_NAME:culling gas poison]
[SYN_AFFECTED_CLASS:TROLL_LIME]
[SYN_INHALED]
[CE_IMPAIR_FUNCTION:SEV:1000:PROB:100:BP:BY_CATEGORY:LUNG:ALL:START:1:PEAK:300]
[CE_BLEEDING:SEV:1000:PROB:100:BP:BY_CATEGORY:HEART:ALL:START:1:PEAK:300]

[INORGANIC:CULL_GREEN]
[USE_MATERIAL_TEMPLATE:DEADLY_GAS_TEMPLATE]
[STATE_NAME_ADJ:GAS:culling gas]
[DISPLAY_COLOR:2:0:0]
[SYNDROME]
[SYN_NAME:culling gas poison]
[SYN_AFFECTED_CLASS:TROLL_NOT_BAD]
[SYN_INHALED]
[CE_IMPAIR_FUNCTION:SEV:1000:PROB:100:BP:BY_CATEGORY:LUNG:ALL:START:1:PEAK:300]
[CE_BLEEDING:SEV:1000:PROB:100:BP:BY_CATEGORY:HEART:ALL:START:1:PEAK:300]

[INORGANIC:CULL_JADE]
[USE_MATERIAL_TEMPLATE:DEADLY_GAS_TEMPLATE]
[STATE_NAME_ADJ:GAS:culling gas]
[DISPLAY_COLOR:2:0:0]
[SYNDROME]
[SYN_NAME:culling gas poison]
[SYN_AFFECTED_CLASS:TROLL_MOTHERGRUBCHILD]
[SYN_INHALED]
[CE_IMPAIR_FUNCTION:SEV:1000:PROB:100:BP:BY_CATEGORY:LUNG:ALL:START:1:PEAK:300]
[CE_BLEEDING:SEV:1000:PROB:100:BP:BY_CATEGORY:HEART:ALL:START:1:PEAK:300]

[INORGANIC:CULL_TEAL]
[USE_MATERIAL_TEMPLATE:DEADLY_GAS_TEMPLATE]
[STATE_NAME_ADJ:GAS:culling gas]
[DISPLAY_COLOR:3:0:0]
[SYNDROME]
[SYN_NAME:culling gas poison]
[SYN_AFFECTED_CLASS:TROLL_NOT_QUITE_NOBLE]
[SYN_INHALED]
[CE_IMPAIR_FUNCTION:SEV:1000:PROB:100:BP:BY_CATEGORY:LUNG:ALL:START:1:PEAK:300]
[CE_BLEEDING:SEV:1000:PROB:100:BP:BY_CATEGORY:HEART:ALL:START:1:PEAK:300]

[INORGANIC:CULL_LB]
[USE_MATERIAL_TEMPLATE:DEADLY_GAS_TEMPLATE]
[STATE_NAME_ADJ:GAS:culling gas]
[DISPLAY_COLOR:2:0:1]
[SYNDROME]
[SYN_NAME:culling gas poison]
[SYN_AFFECTED_CLASS:TROLL_LIGHT_BLUE]
[SYN_INHALED]
[CE_IMPAIR_FUNCTION:SEV:1000:PROB:100:BP:BY_CATEGORY:LUNG:ALL:START:1:PEAK:300]
[CE_BLEEDING:SEV:1000:PROB:100:BP:BY_CATEGORY:HEART:ALL:START:1:PEAK:300]

[INORGANIC:CULL_DB]
[USE_MATERIAL_TEMPLATE:DEADLY_GAS_TEMPLATE]
[STATE_NAME_ADJ:GAS:culling gas]
[DISPLAY_COLOR:2:0:0]
[SYNDROME]
[SYN_NAME:culling gas poison]
[SYN_AFFECTED_CLASS:TROLL_NOBLE]
[SYN_INHALED]
[CE_IMPAIR_FUNCTION:SEV:1000:PROB:100:BP:BY_CATEGORY:LUNG:ALL:START:1:PEAK:300]
[CE_BLEEDING:SEV:1000:PROB:100:BP:BY_CATEGORY:HEART:ALL:START:1:PEAK:300]

[INORGANIC:CULL_INDIGO]
[USE_MATERIAL_TEMPLATE:DEADLY_GAS_TEMPLATE]
[STATE_NAME_ADJ:GAS:culling gas]
[DISPLAY_COLOR:5:0:0]
[SYNDROME]
[SYN_NAME:culling gas poison]
[SYN_AFFECTED_CLASS:SUBJUGGLATOR]
[SYN_INHALED]
[CE_IMPAIR_FUNCTION:SEV:1000:PROB:100:BP:BY_CATEGORY:LUNG:ALL:START:1:PEAK:300]
[CE_BLEEDING:SEV:1000:PROB:100:BP:BY_CATEGORY:HEART:ALL:START:1:PEAK:300]

[INORGANIC:CULL_PURPLE]
[USE_MATERIAL_TEMPLATE:DEADLY_GAS_TEMPLATE]
[STATE_NAME_ADJ:GAS:culling gas]
[DISPLAY_COLOR:5:0:0]
[SYNDROME]
[SYN_NAME:culling gas poison]
[SYN_AFFECTED_CLASS:TROLL_SEADWELLER]
[SYN_INHALED]
[CE_IMPAIR_FUNCTION:SEV:1000:PROB:100:BP:BY_CATEGORY:LUNG:ALL:START:1:PEAK:300]
[CE_BLEEDING:SEV:1000:PROB:100:BP:BY_CATEGORY:HEART:ALL:START:1:PEAK:300]

[INORGANIC:CULL_ROYAL]
[USE_MATERIAL_TEMPLATE:DEADLY_GAS_TEMPLATE]
[STATE_NAME_ADJ:GAS:culling gas]
[DISPLAY_COLOR:5:0:1]
[SYNDROME]
[SYN_NAME:culling gas poison]
[SYN_AFFECTED_CLASS:TROLL_ROYAL]
[SYN_INHALED]
[CE_IMPAIR_FUNCTION:SEV:1000:PROB:100:BP:BY_CATEGORY:LUNG:ALL:START:1:PEAK:300]
[CE_BLEEDING:SEV:1000:PROB:100:BP:BY_CATEGORY:HEART:ALL:START:1:PEAK:300]

Reactions:

Code: [Select]
reaction_cull_troll

[OBJECT:REACTION]

[REACTION:CULL_RED]
[NAME:cull red-bloods]
[BUILDING:CULLING_WORKSHOP:CUSTOM_R]
[PRODUCT:100:1:BOULDER:NONE:INORGANIC:CULL_RED]
[REACTION:CULL_BROWN]
[NAME:cull brown-bloods]
[BUILDING:CULLING_WORKSHOP:CUSTOM_B]
[PRODUCT:100:1:BOULDER:NONE:INORGANIC:CULL_BROWN]
[REACTION:CULL_YELLOW]
[NAME:cull yellow-bloods]
[BUILDING:CULLING_WORKSHOP:CUSTOM_Y]
[PRODUCT:100:1:BOULDER:NONE:INORGANIC:CULL_YELLOW]
[REACTION:CULL_LIME]
[NAME:cull lime-bloods]
[BUILDING:CULLING_WORKSHOP:CUSTOM_L]
[PRODUCT:100:1:BOULDER:NONE:INORGANIC:CULL_LIME]
[REACTION:CULL_GREEN]
[NAME:cull green-bloods]
[BUILDING:CULLING_WORKSHOP:CUSTOM_G]
[PRODUCT:100:1:BOULDER:NONE:INORGANIC:CULL_GREEN]
[REACTION:CULL_JADE]
[NAME:cull jade-bloods]
[BUILDING:CULLING_WORKSHOP:CUSTOM_J]
[PRODUCT:100:1:BOULDER:NONE:INORGANIC:CULL_JADE]
[REACTION:CULL_TEAL]
[NAME:cull teal-bloods]
[BUILDING:CULLING_WORKSHOP:CUSTOM_T]
[PRODUCT:100:1:BOULDER:NONE:INORGANIC:CULL_TEAL]
[REACTION:CULL_LB]
[NAME:cull light-blue-bloods]
[BUILDING:CULLING_WORKSHOP:CUSTOM_V]
[PRODUCT:100:1:BOULDER:NONE:INORGANIC:CULL_LB]
[REACTION:CULL_DB]
[NAME:cull dark-blue-bloods]
[BUILDING:CULLING_WORKSHOP:CUSTOM_E]
[PRODUCT:100:1:BOULDER:NONE:INORGANIC:CULL_DB]
[REACTION:CULL_INDIGO]
[NAME:cull subjugglators]
[BUILDING:CULLING_WORKSHOP:CUSTOM_I]
[PRODUCT:100:1:BOULDER:NONE:INORGANIC:CULL_INDIGO]
[REACTION:CULL_PURPLE]
[NAME:cull purple-bloods]
[BUILDING:CULLING_WORKSHOP:CUSTOM_P]
[PRODUCT:100:1:BOULDER:NONE:INORGANIC:CULL_PURPLE]
[REACTION:CULL_ROYAL]
[NAME:cull royals]
[BUILDING:CULLING_WORKSHOP:CUSTOM_F]
[PRODUCT:100:1:BOULDER:NONE:INORGANIC:CULL_ROYAL]

Nil Athelion

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #5094 on: January 31, 2012, 08:20:21 pm »

So as the next version of DF pushes its way to completion, with all those lovely Adventure Mode changes, I'm pondering modding in weapons.

But the wiki doesn't have great information about weapons.  Just a bunch of tags, with the vitally important attack tag only being a paragraph.  But more on the later.


Question 1: A human is 70,000 cm^3.  Is this the base, on which muscle and fat gain add upon?  Or is this the average, for some mystical average amount of muscle and fat.
Question 1.1: Specifically, could I make weapons that could only be wielded by big people?  A Greatbow that only works for people 70,025 cm^3 or greater?  What is the ratio of strength (or other stats) to volume gain?  What about for fat?  How is that increased?


Question 2: Is bigger always better?  Is there any upside to smaller weapons?  Is it possible for a rapier to be more accurate if it's size were smaller?  Faster?  I mean, you can mess with the Velocity, but are there any other innate advantages?


Question 3: Is it possible to make a sling that can throw the rocks you find on the ground?  Or should I make a "knap sling bullets." adventuring reaction?
Question 3.1: What are the stones picked up in adventure mode considered, for reaction purposes.

Question 4: For adventuring, should javelins basically just be light spears?  Can you make them fly any better without a launching device?

Question 5: Is there any way to get peasants to use weapons other than knives?

Question 6: If you can make it out of stone... can you get folks to actually do that?

Question 7: Is there any way to make the stores sell things like shuriken in bulk?  Or should I just make them ammo that nothing shoots, and have them be okay when 't'hrown?
« Last Edit: January 31, 2012, 08:49:34 pm by Nil Athelion »
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Putnam

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #5095 on: January 31, 2012, 08:56:23 pm »

1. Yes, you could. REQUIRED_SIZE:70025
2. Bigger is always better, but you could make a smaller weapon faster with the velocity. It's basically a self-control issue.
3. No, the latter would work.
3.1 [REAGENT:tool stone:1:ROCK:NONE:NONE:NONE][NO_EDGE_ALLOWED] <From the reaction included in the game files.
4. Yeah, that'd be it.
5. Well, you could make a different weapon that uses the knife skill.
6. No, I don't think so.
7. The latter will work fine.

Nil Athelion

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #5096 on: January 31, 2012, 09:10:51 pm »

Thanks a bunch!  :)

A few more tidbits, though:
1. Yes, you could. REQUIRED_SIZE:70025
Still need an answer for 1.1, which is about the ratio of muscle mass to overall size.  What would the size of someone with High Strength be, relative to an average person? 

2. Bigger is always better, but you could make a smaller weapon faster with the velocity. It's basically a self-control issue.
Just to be absolutely sure:  A weapon with half the size and twice the velocity hits exactly the same?
No different in accuracy at all?

5. Well, you could make a different weapon that uses the knife skill.
We.... can't rename skills, can we?  Like... simple weapons user?  But yeah - thanks for letting me know they just grab things with the knife skill, not specifically knives.
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Putnam

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #5097 on: January 31, 2012, 09:16:03 pm »

You can rename skills, you just need to do so for each individual creature that is going to be using that skill.

Genesis does it with lashers being renamed halberdiers.

1.1... I'm not sure about the exact ratio.

Also, there is no difference between the knife skill and specifically knives. Skill is the only thing that differentiates weapon types at all. If you were to give battle axes the knife user skill, then it'd be a knife called "battle axe" that hit like a battle axe and was a battle axe in every way (except that it's considered a knife by the game).

darklord92

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #5098 on: January 31, 2012, 09:31:19 pm »

The character useing that axe-knife will also gain skill at other things classified as knifes .

simply put:

if your shuriken uses the sword skill. and you gain "XP" for every time you throw it. it would eb the same as using a sword. and if you do pick up a sword you'll have the skill of whatever you worked up with your shuriken
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Putnam

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #5099 on: January 31, 2012, 09:36:11 pm »

You could also have the shuriken gain throwing XP when "throwing" them and sword XP when slashing them, though.
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