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Author Topic: =-~Corrosion~-= [UPDATING] ***43.x (thanks Evil Bunny)*** <<Infected>>  (Read 244561 times)

Fairin

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Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
« Reply #1320 on: November 12, 2011, 12:16:52 pm »

finally got a fort to last more than five years

based on a desert next to an ocean - the desert said sparse trees / vegitation , however there is none at all - no wood no plastic no tires

my only metal is gold, gypsum is about 80 z-levels down (so many sacrificed miners)

the whole ocean freezes in winter. so i built several solid gold rooms down there with the rather immense piles of gold i have, since i have nothing better to do.

relying on an elaborate entrance / trap system / making a new entrance -in the middle of the ocean  that'll be oodles of fun to get into since the surrounding desert / ocean shore are worthless too me

seeds are terribly .. terribly annoying to pick from since they're so expensive / if you dont pay attention to where your embarking ect

worst thing about this fort.. no plastic, cannot make batteries / pellet rifles, cannot request plastic / tires from homeland 

also fun bug, bees make their nests in the ocean - didnt notice it untill the ocean froze but they're deffinately there hanging in open space above the water (where the ice floor was)
« Last Edit: November 12, 2011, 12:24:46 pm by Fairin »
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Rumrusher

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Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
« Reply #1321 on: November 13, 2011, 04:32:39 am »

So here's what I have for corrosion now, that I can show with out needing additional raws.  stick this into Onfunction/plugin.lua file in the DFhack's dfusion section.
this is basic zombie mode at best, any one dies will come back as a zombie then if they die again they won't comeback. meaning you have to kill people twice with this installed.
Code: [Select]

function ControlCiv3()
--first three lines same as before (because we will need an offset of creature at location x,y,z)
myoff=offsets.getEx("AdvCreatureVec")
vector=engine.peek(myoff,ptr_vector)
leg=offsets.getEx("Legends")
legvec=engine.peek(leg,ptr_vector)
local trgs=selectciv()
for k,v in pairs(trgs) do
--print("members:"..k)
trgid=engine.peek(vector:getval(0),ptr_Creature.ID) --get players ID
playerlegid=getlegendsid(vector:getval(0))
trglegid=getlegendsid(v)
trgid=engine.peek(vector:getval(0),ptr_Creature.ID) --get players ID
engine.poke(v,ptr_Creature.followID,trgid) -- if not just write the players ID.
engine.poke(legvec:getval(trglegid),ptr_legends2.follow,playerlegid)
engine.poke(vector:getval(0),ptr_Creature.followID,-1)
engine.poke(legvec:getval(trglegid),ptr_legends2.follow,-1)
end
end


function ControlRace()
--first three lines same as before (because we will need an offset of creature at location x,y,z)
myoff=offsets.getEx("AdvCreatureVec")
vector=engine.peek(myoff,ptr_vector)
leg=offsets.getEx("Legends")
legvec=engine.peek(leg,ptr_vector)
local trgs=selectRace2()
for k,v in pairs(trgs) do
--print("members:"..k)
id=engine.peek(vector:getval(0),ptr_Creature.race)
id2=engine.peek(v,ptr_Creature.race)
if id==id2 then
trgid=engine.peek(vector:getval(0),ptr_Creature.ID) --get players ID
playerlegid=getlegendsid(vector:getval(0))
trglegid=getlegendsid(v)
trgid=engine.peek(vector:getval(0),ptr_Creature.ID) --get players ID
engine.poke(v,ptr_Creature.followID,trgid) -- if not just write the players ID.
engine.poke(legvec:getval(trglegid),ptr_legends2.follow,playerlegid)
engine.poke(vector:getval(0),ptr_Creature.followID,-1)
engine.poke(legvec:getval(trglegid),ptr_legends2.follow,-1)
end
end
end
function keeptrack()
local trgs=selectmat()
for k,v in pairs(trgs) do
if k=>1 then --checks if there one or more cigar
Cure()
end
end
function selectmat()
  local retvec={} --return vector (or a list)
  myoff=offsets.getEx("Items")
  vector=engine.peek(myoff,ptr_vector)
  for i=0,vector:size()-1 do --check all creatures
     off=vector:getval(i)
mat=engine.peek(off,ptr_item.mat)
submat=engine.peek(off,ptr_item.submat)
submat2=engine.peek(off,ptr_item.submat2)
lid=engine.peek(off,ptr_item.legendid)
     RTI=engine.peek(off,ptr_item.RTI)
     itmser=ptr_item.getname(nil,RTI)
     --local flags=engine.peek(off,ptr_item.flags)
     if itmser=="item_plantst" and mat==(419) and submat2==(62) then  --if a cigar ...
        table.insert(retvec,off)--... add it to return vector
--print("drugs")
     end
  end
  return retvec --return the "return vector" :)
end
function Cure() -- this will turn the user into a specter and cure your zombism, best use when your in a jam, to get rid of it smoke the cigar.
--first three lines same as before (because we will need an offset of creature at location x,y,z)
myoff=offsets.getEx("AdvCreatureVec")

vector=engine.peek(myoff,ptr_vector)
--indx=GetCreatureAtPos(getxyz())
indx=0
--print(string.format("%x",vector:getval(indx)))
flg=engine.peek(vector:getval(indx),ptr_Creature.flags) --get flags
flg:set(12,0) -- 76 is ghostliness flag. this turns them back to normal
flg:set(76,1) -- ghost
--flg:set(13,1) -- skeleton

engine.poke(vector:getval(indx),ptr_Creature.flags,flg) --save flags
end


function trait()
RaceTable=RaceTable or BuildNameTable() --slow.If loaded don't load again
myoff=offsets.getEx("AdvCreatureVec")
vector=engine.peek(myoff,ptr_vector)
trai=engine.peek(vector:getval(0),ptr_Creature.race)
tra2=RaceTable["HUMAN"]
tra3=RaceTable["HUMAN_ENLIGHT"]
if trai==tra2 then
ControlCiv3()
keeptrack()
end
if trai==tra3 then
--ControlCiv3()
--wepbrn2()
ControlRace()
keeptrack()
end

end

function selectall()
  local retvec={} --return vector (or a list)
  myoff=offsets.getEx("AdvCreatureVec")
  vector=engine.peek(myoff,ptr_vector) --standart start
  for i=0,vector:size()-1 do --check all creatures
     local off
     off=vector:getval(i)
     local flags=engine.peek(off,ptr_Creature.flags)
     if flags:get(1)==true and flags:get(12)==false then  --if dead ...
        table.insert(retvec,off)--... add it to return vector
     end
  end
  return retvec --return the "return vector" :)
end

function Zombieressurect()
local trgs=selectall()
for k,v in pairs(trgs) do
--indx=GetCreatureAtPos(v)
--indx=engine.peek(v,ptr_creature.ID)
print("Zombie:"..k)
v2=engine.peek(v,ptr_Creature.hurt1)
for i=0,v2:size()-1 do
v2:setval(i,1)
end
v2=engine.peek(v,ptr_Creature.hurt2)
v2.type=DWORD
for i=0,v2:size()-1 do
v2:setval(i,1)
end

--engine.peek(v,ptr_Creature.civ)
--engine.poke(v,ptr_Creature.civ,-1)
engine.poke(v,ptr_Creature.bloodlvl,60000) --give blood
engine.poke(v,ptr_Creature.bleedlvl,24) --stop some bleeding...
local flags=engine.peek(v,ptr_Creature.flags)
flags:set(1,0) -- alive!
flags:set(12,1) --zombie
flags:set(17,1)
flags:set(19,1)
engine.poke(v,ptr_Creature.flags,flags)
end
end

function Mfolder()
Zombieressurect()
trait()
end
stick this in the install function section at the bottom.
Code: [Select]
onfunction.SetCallback("Move",Mfolder)
so far this would handle the the recent version of Corrosion with little fuss.
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Hitty40

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Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
« Reply #1322 on: November 19, 2011, 08:00:57 pm »

Decided to download after having it intimidate me a little. Nice work!
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if there's lots of g's and z's, it's gobbo. If you don't really recognize it, it's human. if it's called Urist, it's dwarf.

kerlc

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Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
« Reply #1323 on: November 20, 2011, 01:09:20 pm »

enjoy the !!FUN!!  :D
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Hitty40

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Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
« Reply #1324 on: November 23, 2011, 12:11:52 pm »

Is it possible to creature a version of the tileset with thinner letters? I'm very used to Phobeus because the lettering is easy to recognize, and I have much trouble reading thick letters.
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Ho Ho Ho! I'm going to be sticking economic stone so far up your stockings, you'll be coughing up gemstone windows!
Quote
You see, when the devil comes on to your forums and begins dropping F bombs and shouts 'GIVE ALL YOUR WOMEN!', he's in a happy mood.
Quote
if there's lots of g's and z's, it's gobbo. If you don't really recognize it, it's human. if it's called Urist, it's dwarf.

kerlc

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Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
« Reply #1325 on: November 23, 2011, 01:18:29 pm »

i use the default ascii, but i think IT would be pleased if there was another tileset. just sayin!
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Ult1mara

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Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
« Reply #1326 on: November 23, 2011, 11:27:46 pm »

Welcome to the Mod Hitty ^_^

And am not sure if IT will be doing much more to the tileset. He really has to answer that one :P.

But personally I think he still needs to do a few things with the tileset but the gameplay for the mod comes first always. He has done an amazing job with making his own tileset so far. And am sure he would LOVE it if ppl helped him with it *dont look at me* I cant do ANY programming lol :P.
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IT 000

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Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
« Reply #1327 on: November 26, 2011, 04:15:44 am »

Sorry I haven't been around for the last few posts, there's not much to do but twiddle my thumbs and wait for .26, on the other hand I have become a better tf2 spy over the last few weeks. I've also been giving scout a few times to bat, slowly becoming better but I still can't aim to save my life  :P

@Rumrusher:
Wonderful! I've included a link to it in the main page. Thank you so much for your help :D

Is it possible to creature a version of the tileset with thinner letters? I'm very used to Phobeus because the lettering is easy to recognize, and I have much trouble reading thick letters.

I'll see if I can do it in my free time, might take a while though, but hey, I might as well make a few graphical variations. I should throw in some grass tiles to.

Dont mind me, but can you add tilesets for most of the things like plants.

Perhaps, I have a lot more blank spaces then I initially expected, I might as well use them for something.

IT I have uploaded another 3 episodes So I am now on 6 Episodes of ur Mod ^_^. And MrOassis deleted his youtube channel for some unknown reason :(:(:(:(

Sorry to hear that, I enjoyed his let's plays. MrOassis will be missed.  :( I updated the episode count. Keep up the good work :)

By the way, has anybody got around to making batteries yet? I have plenty of gypsum but it's all the way down there past the totally-harmless-non-lethal teddy bears.
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***CORROSION v2.14***
<<<More Than Just Zombies>>>
Back from the Dead!

Hitty40

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Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
« Reply #1328 on: November 26, 2011, 10:05:14 am »

By the way, has anybody got around to making batteries yet? I have plenty of gypsum but it's all the way down there past the totally-harmless-non-lethal teddy bears.


I tried, but it doesn't seem to be working right...
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Ho Ho Ho! I'm going to be sticking economic stone so far up your stockings, you'll be coughing up gemstone windows!
Quote
You see, when the devil comes on to your forums and begins dropping F bombs and shouts 'GIVE ALL YOUR WOMEN!', he's in a happy mood.
Quote
if there's lots of g's and z's, it's gobbo. If you don't really recognize it, it's human. if it's called Urist, it's dwarf.

BeforeLifer

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Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
« Reply #1329 on: November 26, 2011, 11:24:41 am »

Are you using the Kiliken mod? I notice that IT doesent update that fully, like it will have the reactions from last release but not the current one>_>
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Any thoughts on how this can be abused?
Around these parts It's called weaponized

kerlc

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Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
« Reply #1330 on: November 26, 2011, 01:20:18 pm »

also, IT, you could microupdate the mod, adding pistol bullets, because right now pistols are the same as rifles, and are only worse in melee, but that does not count, because zeds never get there.

keep the same reaction, only make it yield a bit more (30 instead of 25 for example, can be tweaked), and as for damage, make the bullets less penetrating. and (maybe) smaller. just make them weaker. that is all.

edit.: during my Googling for fallout new vegas addons i have found this. Need i say more?
« Last Edit: December 01, 2011, 01:40:59 pm by kerlc »
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Ult1mara

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Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
« Reply #1331 on: December 02, 2011, 09:00:33 am »

I WANTS THE FIST!!!!!!!
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Putnam

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Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
« Reply #1332 on: December 02, 2011, 09:50:05 am »

Why do people want the bear trap fist right after I play dead money

are people psychic?

Besides, the bear trap fist wouldn't be much different from, say, anything at all :P

kerlc

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Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
« Reply #1333 on: December 03, 2011, 05:21:20 am »

yeah, but it's a BEAR FRIGGIN TRAP ON A FIST!! HOW COOL IS THAT?! ME WANT!

Spoiler: MY ramblings (click to show/hide)
« Last Edit: December 03, 2011, 11:20:15 am by kerlc »
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zimer02

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Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
« Reply #1334 on: December 04, 2011, 04:17:08 pm »

Maybe you should make city regions in. A modern city with apartments, shops, and grocery stores so you didn't need to worry about making accomidations early on. On the downside it could have 2x the spawn rate of zombies and have animals affected by the drug somehow (Illegaling dumping maybe?) which would make them a lot deadlier and fun :D.
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