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Author Topic: Dwarves in a New World - Legend of Zelda 0.75 - A Wizzrobe did it  (Read 37702 times)

D_E

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Re: Dwarves in a New World - Legend of Zelda 0.4 - Zoras, ikana, dekus
« Reply #45 on: December 13, 2010, 06:57:06 pm »

Quote
Helmasaur steel is supposed to come in bar form already, but that seems like it is bugged. I believe that it came up as a building material, though.

Oops.  I didn't check the raws before answering.   :-[

Quote
And as a question, can helma steel from helmasaurs be processed into weapons and such?

So, Helma steel already has a butcher_special tag ([BUTCHER_SPECIAL:BAR:NONE]), as well as all the tags that should be necessary to enable its use in items.  One thing the default metals have but Helma steel doesn't is [IS_METAL].  Could you try adding that tag to the Helma steel entry in the creature_zelda_beast file in your save folder? 
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Mods I've done:
Zelda mod-mod, Beta in the Wild DF 47.04
Illithid Empire mod DF 31.25 (update canceled)
Spotter's Guide to Illithids (Genesis mod-mod) genesis 3.19a4 (update canceled)

Seriyu

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Re: Dwarves in a New World - Legend of Zelda 0.4 - Zoras, ikana, dekus
« Reply #46 on: December 13, 2010, 07:05:50 pm »

Sure, I'll give that a shot. I'll edit this post when it's done.

EDIT: all right, I didn't have any helmasteel on hand, so I made an adventurer mode reaction (listed below to make sure everything is in order, I'm still kinda iffy on reaction making)


Spoiler (click to show/hide)

It doesn't have a product on purpose, I don't actually intend to use the reaction for anything.

Went into the arena, and killed a helmasaur, and helmasteel showed up as a reagent for it just fine. So assuming I didn't screw up the reaction somehow, in a very specific way, it looks like that makes it into functional metal.
« Last Edit: December 13, 2010, 07:16:30 pm by Seriyu »
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Naes Draw

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Re: Dwarves in a New World - Legend of Zelda 0.4 - Zoras, ikana, dekus
« Reply #47 on: December 13, 2010, 07:30:06 pm »

I'm loving how this mod is going. Being able to take all the materials and use them... I wonder what the Master Sword is made of?


On a semi-related note. I wouldn't normally do this, but it's for a good cause.

The guys at http://www.penguinsmarathons.com/ are doing a Zelda marathon for Big Brothers Big Sisters and they are looking for donations.
They are part way through Wind Waker, and then will play TP. It's been a blast so far, check it out and lend some support.
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[CREATURE:CAT]
   [NAME:sena cat:sena cat:sena cat]
   [INTELLIGENT] [MISCHIEVOUS] [FEMALE]
   [PREFSTRING:craziness]
   [SHOES:ITEM_SHOES_SHOES:UNCOMMON]
   [PERMITTED_JOB:MODDER]

Seriyu

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Re: Dwarves in a New World - Legend of Zelda 0.4 - Zoras, ikana, dekus
« Reply #48 on: December 13, 2010, 07:32:55 pm »

Which reminds me, having the master sword as a pregenerated artifact would be a nice touch.

D_E

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Re: Dwarves in a New World - Legend of Zelda 0.4 - Zoras, ikana, dekus
« Reply #49 on: December 13, 2010, 08:46:57 pm »

Actually, I think it should be METAL:NONE instead of INORGANIC:METAL:NONE.

Code: [Select]
[REACTION:TEST]
   [NAME:helmasteel science]
   [ADVENTURE_MODE_ENABLED]
   [REAGENT:A:1:NONE:NONE:METAL:NONE]

Quote
Which reminds me, having the master sword as a pregenerated artifact would be a nice touch.

That... Can almost be arranged.  There are a few options. 

Option one would give strange-mooding weaponsmiths a small chance to produce an artifact "Master Sword" made out of whatever they happen to grab.  In this case, the Master Sword would not necessarily be unique, but more importantly would be difficult to make.

Option two could make the sword truly unique, but it would not be listed as an artifact and would not show up in fortress mode (adventurers would have to go get it, and they would have to keep track of it afterward, if it were lost there would be no easy way to recover it).
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Mods I've done:
Zelda mod-mod, Beta in the Wild DF 47.04
Illithid Empire mod DF 31.25 (update canceled)
Spotter's Guide to Illithids (Genesis mod-mod) genesis 3.19a4 (update canceled)

Naes Draw

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Re: Dwarves in a New World - Legend of Zelda 0.4 - Zoras, ikana, dekus
« Reply #50 on: December 13, 2010, 09:21:58 pm »

I think the second might work the best.
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[CREATURE:CAT]
   [NAME:sena cat:sena cat:sena cat]
   [INTELLIGENT] [MISCHIEVOUS] [FEMALE]
   [PREFSTRING:craziness]
   [SHOES:ITEM_SHOES_SHOES:UNCOMMON]
   [PERMITTED_JOB:MODDER]

Seriyu

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Re: Dwarves in a New World - Legend of Zelda 0.4 - Zoras, ikana, dekus
« Reply #51 on: December 13, 2010, 10:28:44 pm »

Yeah, I'm going with the second one.

Wait, the reaction in my post is correct according to your post, so I guess I'm fine.  8)
« Last Edit: December 13, 2010, 10:38:52 pm by Seriyu »
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D_E

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Re: Dwarves in a New World - Legend of Zelda 0.4 - Zoras, ikana, dekus
« Reply #52 on: December 13, 2010, 10:50:35 pm »

Well, I've learned something!  Unfortunately, it's bad  :(

This reaction works:

[REACTION:TEST]
   [NAME:helmasteel science]
   [ADVENTURE_MODE_ENABLED]
   [REAGENT:A:1:BAR:NONE:NONE:NONE]

This one doesn't

[REACTION:TEST]
   [NAME:helmasteel science]
   [ADVENTURE_MODE_ENABLED]
   [REAGENT:A:1:BAR:NONE:METAL:NONE]

Indicating that DF still doesn't recognize Helma steel as a metal.

Surprisingly, this reaction


[REACTION:TEST]
   [NAME:helmasteel science]
   [ADVENTURE_MODE_ENABLED]
   [REAGENT:A:1:NONE:NONE:METAL:NONE]

Seems to accept ANYTHING as a reagent.  I tested it while standing in a pile of butchered helmasaur and was surprised to see meat and bones on the list in addition to the steel bars.

I guess it doesn't look at the material if the item type is set to NONE.

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Mods I've done:
Zelda mod-mod, Beta in the Wild DF 47.04
Illithid Empire mod DF 31.25 (update canceled)
Spotter's Guide to Illithids (Genesis mod-mod) genesis 3.19a4 (update canceled)

Seriyu

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Re: Dwarves in a New World - Legend of Zelda 0.4 - Zoras, ikana, dekus
« Reply #53 on: December 14, 2010, 05:06:59 pm »

Awww, hmm

Maybe the corpse could just drop steel bars as a corpse? Maybe a steel mask that can be processed into steel bars at a smelter or something?

Knight Otu

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Re: Dwarves in a New World - Legend of Zelda 0.4 - Zoras, ikana, dekus
« Reply #54 on: December 14, 2010, 06:14:51 pm »

One thing the default metals have but Helma steel doesn't is [IS_METAL].  Could you try adding that tag to the Helma steel entry in the creature_zelda_beast file in your save folder?
Helma steel should have the is_metal tag from the metal tamplate it is derived from. I guess an itemcorpse bar would work best after all for the time being.
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D_E

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Re: Dwarves in a New World - Legend of Zelda 0.4 - Zoras, ikana, dekus
« Reply #55 on: December 18, 2010, 09:41:01 pm »

Uploaded v2 of my modmod.  It adds stuff for fortress mode.  I haven't implemented the Master Sword idea, yet, and I also want to add a Wizrobe civ, so there's a version three coming.  I also haven't tried to fix the fire kease yet, either.

v2:  Fortress mode improvements added:  All hyrulean civs are now playable,  although I haven't tested thoroughly for mistakes.  A Hyrulean civilization was added, with castes representing all the races (hylians, humans, kokiri, goron, zora,  sheikah, gerudo). 

This mod plays basically like normal DF, with one big change:  Since most races in LoZelda are surface-dwelling, only the gorons have easy access to digging tools.

Gorons can create a set of digging knuckles from a set of woodcutting knuckles at the Smelter.
Hyruleans can do the same, however, they can't get woodcutting knuckles until after they establish trade with the goron civ, which in my experience has been two or three years in, meaning you'll have to live on the surface for a while.
The other species have access to dig spells of varying efficiency, which create temporary digging tools.  They will be forced to live mainly on the surface, so embark in an area with lots of trees and good weather.

I have also implemented random drops via casts, so the arena menus are a bit cluttered.

Bundles of ammo and bombs can be traded for bombs and ammo at the Exchange workshop.  It requires three blocks to build.

I have added a Hyrulean Temple workshop which has a variety of useful reactions, including some spells of dubious worth based on the Goddess line of spells.  By the time you can cast them, you probably don't need them, but hey.  The temple has other reactions that can be used immediately.

I've had good luck with the following worldgen parameters.  To use them, copy and paste into the world_gen.txt file located in the data/init directory.
Code: [Select]
[WORLD_GEN]
[TITLE:HYRULE]
[DIM:65:65]
[EMBARK_POINTS:1274]
[END_YEAR:105]
[BEAST_END_YEAR:100:80]
[REVEAL_ALL_HISTORY:1]
[CULL_HISTORICAL_FIGURES:0]
[ELEVATION:1:400:404:404]
[RAINFALL:0:100:101:101]
[TEMPERATURE:25:75:101:101]
[DRAINAGE:0:100:101:101]
[VOLCANISM:0:100:101:101]
[SAVAGERY:0:100:202:202]
[ELEVATION_FREQUENCY:1:1:1:1:1:1]
[RAIN_FREQUENCY:1:1:1:1:1:1]
[DRAINAGE_FREQUENCY:1:1:1:1:1:1]
[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]
[SAVAGERY_FREQUENCY:1:1:1:1:1:1]
[VOLCANISM_FREQUENCY:1:1:1:1:1:1]
[MEGABEAST_CAP:4]
[SEMIMEGABEAST_CAP:9]
[TITAN_NUMBER:3]
[TITAN_ATTACK_TRIGGER:80:0:100000]
[DEMON_NUMBER:22]
[NIGHT_CREATURE_NUMBER:22]
[GOOD_SQ_COUNTS:3:32:64]
[EVIL_SQ_COUNTS:3:32:64]
[PEAK_NUMBER_MIN:3]
[PARTIAL_OCEAN_EDGE_MIN:1]
[COMPLETE_OCEAN_EDGE_MIN:0]
[VOLCANO_MIN:1]
[REGION_COUNTS:SWAMP:66:0:0]
[REGION_COUNTS:DESERT:66:0:0]
[REGION_COUNTS:FOREST:264:0:0]
[REGION_COUNTS:MOUNTAINS:528:0:0]
[REGION_COUNTS:OCEAN:528:0:0]
[REGION_COUNTS:GLACIER:0:0:0]
[REGION_COUNTS:TUNDRA:0:0:0]
[REGION_COUNTS:GRASSLAND:528:0:0]
[REGION_COUNTS:HILLS:528:0:0]
[EROSION_CYCLE_COUNT:250]
[RIVER_MINS:25:25]
[PERIODICALLY_ERODE_EXTREMES:1]
[OROGRAPHIC_PRECIPITATION:1]
[SUBREGION_MAX:2750]
[CAVERN_LAYER_COUNT:3]
[CAVERN_LAYER_OPENNESS_MIN:0]
[CAVERN_LAYER_OPENNESS_MAX:100]
[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]
[CAVERN_LAYER_PASSAGE_DENSITY_MAX:100]
[CAVERN_LAYER_WATER_MIN:0]
[CAVERN_LAYER_WATER_MAX:100]
[HAVE_BOTTOM_LAYER_1:1]
[HAVE_BOTTOM_LAYER_2:1]
[LEVELS_ABOVE_GROUND:15]
[LEVELS_ABOVE_LAYER_1:5]
[LEVELS_ABOVE_LAYER_2:1]
[LEVELS_ABOVE_LAYER_3:1]
[LEVELS_ABOVE_LAYER_4:1]
[LEVELS_ABOVE_LAYER_5:2]
[LEVELS_AT_BOTTOM:1]
[CAVE_MIN_SIZE:10]
[CAVE_MAX_SIZE:25]
[MOUNTAIN_CAVE_MIN:12]
[NON_MOUNTAIN_CAVE_MIN:24]
[ALL_CAVES_VISIBLE:1]
[SHOW_EMBARK_TUNNEL:2]
[TOTAL_CIV_NUMBER:12]
[TOTAL_CIV_POPULATION:15000]
[SITE_CAP:264]
[PLAYABLE_CIVILIZATION_REQUIRED:1]
[ELEVATION_RANGES:528:1056:528]
[RAIN_RANGES:264:528:264]
[DRAINAGE_RANGES:264:528:264]
[SAVAGERY_RANGES:264:528:264]
[VOLCANISM_RANGES:264:528:264]
« Last Edit: December 18, 2010, 09:43:44 pm by D_E »
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Mods I've done:
Zelda mod-mod, Beta in the Wild DF 47.04
Illithid Empire mod DF 31.25 (update canceled)
Spotter's Guide to Illithids (Genesis mod-mod) genesis 3.19a4 (update canceled)

Naes Draw

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Re: Dwarves in a New World - Legend of Zelda 0.4 - Zoras, ikana, dekus
« Reply #56 on: December 19, 2010, 09:48:25 am »

Adding Redeads and other reanimateds to the Wizzrobes might make sense as backup melee troops.
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   [NAME:sena cat:sena cat:sena cat]
   [INTELLIGENT] [MISCHIEVOUS] [FEMALE]
   [PREFSTRING:craziness]
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   [PERMITTED_JOB:MODDER]

GaxkangtheUnbound

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Re: Dwarves in a New World - Legend of Zelda 0.4 - Zoras, ikana, dekus
« Reply #57 on: December 24, 2010, 09:29:23 pm »

You could make all the random drop creatures [ARENA_RESTRICTED] to prevent them from appearing and have a single main caste.
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GregHayes

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Re: Dwarves in a New World - Legend of Zelda 0.4 - Zoras, ikana, dekus
« Reply #58 on: December 26, 2010, 09:12:46 pm »

So now that we have night creatures, I made a quick modmod that adds proper stalchildren.
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D_E

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Re: Dwarves in a New World - Legend of Zelda 0.4 - Zoras, ikana, dekus
« Reply #59 on: December 27, 2010, 02:01:19 pm »

Cool!

...you know, the Twilight creatures from Twilight Princess would almost work as spouse converters.  Any interest  ;)?

I'm still working on the Master Swords.  Unfortunately, the technique I was going to use to ensure that the guardian creature (and thus the sword itself) was unique no longer works after the site/population changeover (in previous versions, it was possible to make an ENTITY with a starting pop of 1, and get uniques like that.  Unfortunately, starting pop seems to no longer be respected).  My current plan is to put all the guardian types as castes in a single megabeast, and hope for the best (In addition to the Master Sword, I'm doing the Golden fairy sword from LttP, the Magic Sword from the original, and the Fierce Deity's Sword from MM.  And possibly the Sages' Sword from TP.  Am I missing any?  The Four Sword would require a special item type, which I'm trying to avoid).

Does anyone know a better way to do unique monsters?

Quote
You could make all the random drop creatures [ARENA_RESTRICTED] to prevent them from appearing and have a single main caste.

Good idea.  *Tests*  This works perfectly :).
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Mods I've done:
Zelda mod-mod, Beta in the Wild DF 47.04
Illithid Empire mod DF 31.25 (update canceled)
Spotter's Guide to Illithids (Genesis mod-mod) genesis 3.19a4 (update canceled)
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