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Author Topic: How does one mod in new tokens to a creature?  (Read 535 times)

skywerewolf

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How does one mod in new tokens to a creature?
« on: August 30, 2011, 12:02:01 am »

I wanna give the snakemen firebreath, I'm an adventure junkie so I'm not worried about dwarves at the moment, but when I tried adding the token to the bat man it didn't show up. any suggestions on how to make token additions that stick?
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Deon

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Re: How does one mod in new tokens to a creature?
« Reply #1 on: August 30, 2011, 12:04:32 am »

They totally work. Were you editing the base raw files and checking it in arena? Because if you checked it in an existing world... Saves have their own raws.
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skywerewolf

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Re: How does one mod in new tokens to a creature?
« Reply #2 on: August 30, 2011, 12:05:34 am »

ok, I will try that real quick. If this works, I am going to burn everything.
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skywerewolf

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Re: How does one mod in new tokens to a creature?
« Reply #3 on: August 30, 2011, 12:09:56 am »

tried it. It doesn't work for direct control. Is there a way to be able to use it while adventureing? or is it just an NPC ability?
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Fallen Flame

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Re: How does one mod in new tokens to a creature?
« Reply #4 on: August 30, 2011, 12:11:17 am »

You currently cannot use them as an adventurer, the next version you should be able to.
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skywerewolf

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Re: How does one mod in new tokens to a creature?
« Reply #5 on: August 30, 2011, 12:13:49 am »

ok, thanks for letting me know. any mods you can point out to me that might aid? Or am I stuck breaking spines with a handful of sand?
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Fallen Flame

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Re: How does one mod in new tokens to a creature?
« Reply #6 on: August 30, 2011, 12:20:12 am »

Aid in what exactly? breathing fire or just improving adventure mode?
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skywerewolf

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Re: How does one mod in new tokens to a creature?
« Reply #7 on: August 30, 2011, 12:21:54 am »

There is no improving adventure mode past killing a man by breaking his bones with sand. But breathing fire.
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Fallen Flame

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Re: How does one mod in new tokens to a creature?
« Reply #8 on: August 30, 2011, 12:25:35 am »

It just is not doable. The closest you can get is creating some sort of item that bursts into fire right after you make it in with adventure crafting. Which if you want I can give you some code for.
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skywerewolf

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Re: How does one mod in new tokens to a creature?
« Reply #9 on: August 30, 2011, 12:29:00 am »

Well, if possible common items would be fun. throwing fire! Hey, that would make adventure better.
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Fallen Flame

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Re: How does one mod in new tokens to a creature?
« Reply #10 on: August 30, 2011, 12:34:48 am »

If you want it here it is, and so you know this is taken straight from the genesis mod,

add this to reaction_other
Code: [Select]
[REACTION:CAST_FIREBALL_ARROW]
[NAME:cast fireball arrow]
[ADVENTURE_MODE_ENABLED]
[PRODUCT:100:1:AMMO:ITEM_AMMO_ARROWS:INORGANIC:FIREBALL]
[SKILL:CONCENTRATION]

[REACTION:CAST_FIREBALL_BOLT]
[NAME:cast fireball bolt]
[ADVENTURE_MODE_ENABLED]
[PRODUCT:100:1:AMMO:ITEM_AMMO_BOLTS:INORGANIC:FIREBALL]
[SKILL:CONCENTRATION]

and put this in inorganic_other
Code: [Select]
[INORGANIC:FIREBALL]
[USE_MATERIAL_TEMPLATE:SUBSTANCE_TEMPLATE]
[STATE_NAME:ALL:fireball]
[STATE_ADJ:ALL:fireball]
[SPEC_HEAT:4]
[MAT_FIXED_TEMP:12060]
[IGNITE_POINT:11050]

make sure you throw the created item as soon as you can, or else you will be set on fire, and wouldn't that just be FUN :P


If you want to make it produce a different type of item some tweaking would be done, although in possibility it might be possible to make the reaction turn anything into a material that will burst into fire.
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skywerewolf

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Re: How does one mod in new tokens to a creature?
« Reply #11 on: August 30, 2011, 12:40:35 am »

alright, thanks.
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Deon

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Re: How does one mod in new tokens to a creature?
« Reply #12 on: August 30, 2011, 02:35:26 am »

Don't forget to add the:

Code: [Select]
[MATERIAL_TEMPLATE:SUBSTANCE_TEMPLATE]
[STATE_NAME:ALL:substance]
[STATE_ADJ:ALL:substance]
[DISPLAY_COLOR:3:0:0]
[MATERIAL_VALUE:1]
[SPEC_HEAT:1]
[IGNITE_POINT:NONE]
[MELTING_POINT:NONE]
[BOILING_POINT:NONE]
[HEATDAM_POINT:NONE]
[COLDDAM_POINT:NONE]
[SOLID_DENSITY:150000]
[LIQUID_DENSITY:200000]
[MOLAR_MASS:0]
[IMPACT_YIELD:4000000]
[IMPACT_FRACTURE:5000000]
[IMPACT_STRAIN_AT_YIELD:100]
[COMPRESSIVE_YIELD:4000000]
[COMPRESSIVE_FRACTURE:5000000]
[COMPRESSIVE_STRAIN_AT_YIELD:100]
[TENSILE_YIELD:4000000]
[TENSILE_FRACTURE:5000000]
[TENSILE_STRAIN_AT_YIELD:100]
[TORSION_YIELD:4000000]
[TORSION_FRACTURE:5000000]
[TORSION_STRAIN_AT_YIELD:100]
[SHEAR_YIELD:400000]
[SHEAR_FRACTURE:500000]
[SHEAR_ELASTICITY:100]
[BENDING_YIELD:4000000]
[BENDING_FRACTURE:5000000]
[BENDING_ELASTICITY:260000]
[BENDING_STRAIN_AT_YIELD:100]
[MAX_EDGE:100000]

to the material templates list.
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Fallen Flame

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Re: How does one mod in new tokens to a creature?
« Reply #13 on: August 30, 2011, 11:32:19 am »

Ahh yes I forgot about adding the template, my bad.
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