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Dwarf Fortress => DF Modding => Mod Releases => Topic started by: Sallen on January 03, 2014, 09:33:23 pm

Title: The Samurai Mod 0.2 (4 Jan 2014)
Post by: Sallen on January 03, 2014, 09:33:23 pm
I have finally decided to attempt my first foray into modding in the form of
\\----------------------//
THE SAMURAI MOD
(working title)
_----------------------_
Starting simple, I have decided to implement various medieval Japanese weapons and pieces of armor and clothing in DF.
A race or two, castes, equipment and other stuff could follow, potentially.

But for now, this is what comes in the package:

Currently implemented
Spoiler: Weapons and armor (click to show/hide)

Houken Kazokutachi
These are a human civilization following the theme of feudal Japan. Their rulers are shoguns, who in turn appoint daimyos as military and civil administrators*, who have the samurai at their command.
In fortress mode you will have a daimyo as the leader of your settlement (a noble, mind you).

* Historically inaccurate as shoguns needed the support of daimyos to maintain their rule, but since there is no unification here and no emperor, shoguns are absolute rulers here.

Planned
Spoiler: Mythological creatures (click to show/hide)
Spoiler: Other (click to show/hide)

Changelog
0.2 Civilization added
Added a new civilization type for humans. It is playable both in adventure and in fortress mode. For now this is the only civilization which can make modded stuff.

0.1 Initial release
Added hachiwara, bokken, kaiken, kama, katana, odachi, wakizashi, shitagi, dou, hakama, fundoshi, kyahan, suneate, haidate, kabuto, mengu, kote, tabi and waraji. Weapons will probably need balancing, and armour layering is provisional.

Download
Github (http://github.com/tjohnman/DF-the-samurai-mod)

Now, this being my first mod and all, it is very probable I will have committed heinous crimes in the way the raws are put together. I've had difficulty with layering, so if you spot any inconsistencies I'd be happy to hear about them. I'd really appreciate any feedback you may have. This includes both from the technical and the historical standpoints.

Thanks for trying it out!
Title: Re: The Samurai Mod
Post by: 4maskwolf on January 03, 2014, 10:02:00 pm
Interesting...

I like the idea of the mod.  This looks like something that could and should be expanded upon.

Whether or not you choose to do so, welcome to the modding community.
Title: Re: The Samurai Mod
Post by: Zanzetkuken The Great on January 03, 2014, 10:05:27 pm
Whether or not you choose to do so, welcome to the modding community.

I extend the same welcome.  I would reccomend that you use DFFD (http://dffd.wimbli.com) instead of Dropbox, though.
Title: Re: The Samurai Mod
Post by: Sallen on January 04, 2014, 06:05:18 am
Thank you! I uploaded it to DFFD instead.

I certainly intend to expand on this idea, but I have no clue towards what. This mod will be my training grounds as I learn the different aspects of modding DF. I'm liking it already!
Title: Re: The Samurai Mod
Post by: Meph on January 04, 2014, 06:36:09 am
You could do a dojo that adds new interactions to dwarves. Range:1, hint:attack, which simulate martial arts in combat.

"The dwarf takes on the snake-form and chops the goblin in the throat."
"The goblin is stunned."
Title: Re: The Samurai Mod
Post by: Cheesecake on January 04, 2014, 06:41:47 am
PTW.

Samurais are fucking badass.
Title: Re: The Samurai Mod
Post by: Sallen on January 04, 2014, 08:04:49 am
You could do a dojo that adds new interactions to dwarves. Range:1, hint:attack, which simulate martial arts in combat.

"The dwarf takes on the snake-form and chops the goblin in the throat."
"The goblin is stunned."

I'm currently making a human samurai civilization with Japanese language files and all, but this dojo thing is definitely coming. Great idea!
Is it possible to restrict interactions depending on the object being wielded? I'm a total newbie at this, but it would rock to have different martial arts depending on your weapon of choice.
Title: Re: The Samurai Mod 0.2 (4 Jan 2014)
Post by: 4maskwolf on January 04, 2014, 12:12:05 pm
DFHack itemsyndrome script can allow you to do this, applying a syndrome that gives the ability to do an interaction, specific to a given class of item, IIRC.
Title: Re: The Samurai Mod 0.2 (4 Jan 2014)
Post by: Meph on January 04, 2014, 09:21:32 pm
Yes, albeit a bit more complex. Here is an example from LfR:

Code: [Select]
[INORGANIC:DFHACK_ITEMSYNDROME_MATERIAL_FLAYER] => ID with dfhack in it.
[USE_MATERIAL_TEMPLATE:STONE_VAPOR_TEMPLATE]
[SYNDROME]
[SYN_NAME:flayer] => Weapon name. Imporant.
[SYN_CLASS:DFHACK_ITEM_SYNDROME] => this is the tag the script is looking for
[SYN_CLASS:DFHACK_WIELDED_ONLY] => only on weapon in inventories
[CE_CAN_DO_INTERACTION:START:0] => gives a special interaction
  [CDI:INTERACTION:FLAYER_WEAPON_SKILL_LFR]
    [CDI:ADV_NAME:Inflict pain]
      [CDI:USAGE_HINT:ATTACK]
    [CDI:TARGET:C:LINE_OF_SIGHT]
    [CDI:TARGET_RANGE:C:2]
  [CDI:TARGET_VERB:feel the painful presence of a nearby flayer:feels the painful presence of a nearby flayer]
    [CDI:MAX_TARGET_NUMBER:C:20]
    [CDI:WAIT_PERIOD:50]
  [CDI:FREE_ACTION]

Code: [Select]
[ITEM_WEAPON:ITEM_WEAPON_FLAYER]
[NAME:flayer:flayers]
[SIZE:300]
[SKILL:WHIP]
[TWO_HANDED:25500]
[MINIMUM_SIZE:20500]
[MATERIAL_SIZE:2]
[ATTACK:EDGE:100:10:lash:lashes:NO_SUB:1800]
[ATTACK:EDGE:100:10:whip:whips:many tongues:1700]

This example allows all warrior that carry the weapon "flayer" to do the AoE attack it describes, and makes every enemy nearby "feel the pain of a flayer".

The interaction itself is this one:
Code: [Select]
[INTERACTION:FLAYER_WEAPON_SKILL_LFR]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:C:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_CANNOT_TARGET_IF_ALREADY_AFFECTED]
[IT_MANUAL_INPUT:target]
[IT_CANNOT_HAVE_SYNDROME_CLASS:OLD_GOD_LFR]
[IT_CANNOT_HAVE_SYNDROME_CLASS:HEX_IMMUNITY]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:C]
[IE_IMMEDIATE]
[SYNDROME]
[SYN_CLASS:HEX_LFR]
[SYN_NAME:flayer exposure]
[SYN_IMMUNE_CLASS:OLD_GOD_LFR]
          [SYN_IMMUNE_CREATURE:CARBUNCLE_LFR:FEMALE_SPEC_FIVE]
[CE_PAIN:SEV:1400:PROB:100:BP:BY_CATEGORY:ALL:SKIN:START:0:PEAK:60:END:100]
[CE_PAIN:SEV:600:PROB:100:BP:BY_CATEGORY:ALL:MUSCLE:START:0:PEAK:60:END:100]
[CE_BLEEDING:SEV:100:PROB:80:BP:BY_CATEGORY:ALL:SKIN:START:0:PEAK:1:END:100]

The interaction will work with ANY flayer, no matter the material. Iron flayers, silk flayers, steel flayers, they all have it, because the dfhack_itemsyndrome thing is only looking for the fitting weapon name.

Hope this helps to get started. :)
Title: Re: The Samurai Mod 0.2 (4 Jan 2014)
Post by: Sallen on January 04, 2014, 09:32:39 pm
Thank you a lot! Yes, this looks like will be enough to get me started. I'll want to plan it carefully, so it may take a while.
Title: Re: The Samurai Mod 0.2 (4 Jan 2014)
Post by: Vherid on January 04, 2014, 11:04:28 pm
https://www.dropbox.com/s/7iuo3uuoxtvckth/objects.zip

A samurai/sengoku mod was the first type of mod I wanted to do a long time ago, I threw together weapons, entitys, langauges, etc. There's the raws I have, the sengoku ones are free for you to use if theres anything you want to pick out of them. I originally had the idea of doing a 4 entity samurai thing, for the 4 elements and having them all fight each other. Obviously not complete, but you know.
Title: Re: The Samurai Mod 0.2 (4 Jan 2014)
Post by: Sallen on January 05, 2014, 12:03:51 pm
https://www.dropbox.com/s/7iuo3uuoxtvckth/objects.zip

A samurai/sengoku mod was the first type of mod I wanted to do a long time ago, I threw together weapons, entitys, langauges, etc. There's the raws I have, the sengoku ones are free for you to use if theres anything you want to pick out of them. I originally had the idea of doing a 4 entity samurai thing, for the 4 elements and having them all fight each other. Obviously not complete, but you know.

There's a lot of stuff from this that I would include, with you permission and credit, of course.
You were much further ahead from what I can see. I will study this and see how I can combine all of it.

How did you obtain the language file? I did mine via lazy Google translation and I've noticed they're different, yours and mine, and I'm trying to decide which would give better results.
Title: Re: The Samurai Mod 0.2 (4 Jan 2014)
Post by: Vherid on January 05, 2014, 01:51:43 pm
The random language generating tool. None of it is a real translation unless by coincidence. It just builds words out of a lot of words and names taken from the language to create something that sounds a lot like it.
Title: Re: The Samurai Mod 0.2 (4 Jan 2014)
Post by: Meph on January 06, 2014, 12:04:37 am
http://dffd.wimbli.com/file.php?id=4352 (http://dffd.wimbli.com/file.php?id=4352)

This one has japanese included, RL translation. I know the german, dutch, english, spanish ones being correct, so I assume the japanese is as well.
Title: Re: The Samurai Mod 0.2 (4 Jan 2014)
Post by: TalonisWolf on January 21, 2014, 09:09:28 pm
  Would "The Fuedal Familes", or "Hōken kazoku" (Thank you google translate!) be a better name than "The Samurai People"? It's been bugging me, but I honestly couldn't come up with much that was better...

  Also, is it possible to have Shruiken(Throwing Knives) as a ammo fired from...Shriuken Scabbard or something similar? That'd be neat, but probably hard to implement in a way which isn't awkward...

 

  Well, I hope this helps you somehow. It's suggestions, I freely admit it, so please don't hate me.
Title: Re: The Samurai Mod 0.2 (4 Jan 2014)
Post by: Sallen on January 29, 2014, 05:29:45 pm
Yeah, "Samurai People" is just a placeholder name. Houken Kazokutachi is a good name indeed.
I have planned to add shuriken exactly how you propose, but I haven't got around doing it yet.
Title: Re: The Samurai Mod 0.2 (4 Jan 2014)
Post by: dirkdragonslayer on February 24, 2014, 09:45:53 pm
Um, I know you mean Kama as in the sickle weapons, but your link redirects to Kama as in the Indian word for love, desire, longing, and passion. A curious clicker might get the wrong idea upon checking, seeing various images such as hearts, peacocks, and a painting of a bare-chested woman getting ready for... well, just fix your link. Cool idea so far, btw. also, for shurikens and kunai, you could have both be ammo for a ranged weapon called a throwing glove (shuriken slash damage, kunai pierce)
Title: Re: The Samurai Mod 0.2 (4 Jan 2014)
Post by: TalonisWolf on March 13, 2014, 05:53:43 pm
 I can confirm the above.

 Also, found a nice diagram of some Samurai Armour Diagram. (http://moodle.kibsd.org/m/pluginfile.php/23922/mod_page/content/15/Samurai_Do_maru_armor_pieces.png) Hope this helps!
Title: Re: The Samurai Mod 0.2 (4 Jan 2014)
Post by: Sallen on April 20, 2014, 02:24:45 pm
Fixed the link for the kama :) I'm currently swamped but haven't forgotten about this. 慢慢来 as the Chinese say.

Very nice diagram. Samurai armour is a layering hell in DF indeed.
Title: Re: The Samurai Mod 0.2 (4 Jan 2014)
Post by: StupidElves on July 07, 2014, 11:53:46 pm
Will this mod need to be updated for the new release?
Title: Re: The Samurai Mod 0.2 (4 Jan 2014)
Post by: Sallen on July 12, 2014, 02:37:43 am
I can confirm it works with 40.02. There is something though, that may be indicative of some funkyness going on. While in legend mode I've seen colossi and troglodytes with Japanese names.
It works fine though. When I get to updating it I will see if there's anything in the raws I need to change or if there's anything new I can take advantage of.

I have to work this weekend :(
Title: Re: The Samurai Mod 0.2 (4 Jan 2014)
Post by: Bloax on July 12, 2014, 03:37:03 am
It might work in 0.40 but said release also brings a new
Code: [Select]
[ATTACK_PREPARE_AND_RECOVER:3:3] -- Punching speedtag into the weapon balancing game.

Which would mean that updating it would be a Good Idea since it allows to differentiate the weapons further.
Title: Re: The Samurai Mod 0.2 (4 Jan 2014)
Post by: StupidElves on July 12, 2014, 02:13:02 pm
I have a two questions about this mod.

Could it be possible to make it to where instead of fleeing, the members of the samurai civ commit seppuku?

Would it be possible to make it to where it's completely random as to whether or not a race follows the way of the samurai? That way you could have an elf samurai civ or a goblin samurai civ. Etc.
Title: Re: The Samurai Mod 0.2 (4 Jan 2014)
Post by: Sallen on July 13, 2014, 04:12:54 am
It might work in 0.40 but said release also brings a new
Code: [Select]
[ATTACK_PREPARE_AND_RECOVER:3:3] -- Punching speedtag into the weapon balancing game.

Which would mean that updating it would be a Good Idea since it allows to differentiate the weapons further.

Are these tags documented anywhere? In the game raws both arguments seem to always be the same number (either 3 or 4), but they never differ? I've also seen whips have [ATTACK_FLAG_BAD_MULTIATTACK], which is pretty self explanatory. I'd expect with the new combat system to bring some new goodies for modding. I've read "file changes.txt", but it's not of much help.

I have a two questions about this mod.

Could it be possible to make it to where instead of fleeing, the members of the samurai civ commit seppuku?

Would it be possible to make it to where it's completely random as to whether or not a race follows the way of the samurai? That way you could have an elf samurai civ or a goblin samurai civ. Etc.

For number one I have no idea. Probably not without DFHack, and even then don't have a clue how.

As for the second one, what I could do is make samurai civilizations for every race, but that would be a bit lame. Anyway, with all the migration, adoption and kidnapping going on it won't be unusual to see goblins dressed as samurai (although they have goblin names) and living with a samurai civilization.

EDIT: I finished work and started defining some creatures for the mod.
Title: Re: The Samurai Mod 0.2 (4 Jan 2014)
Post by: StupidElves on August 07, 2014, 10:16:14 am
Alright, new question. Has the manager been renamed? I've been trying to appoint one, but I didn't see it.
Title: Re: The Samurai Mod 0.2 (4 Jan 2014)
Post by: Sallen on September 05, 2014, 04:41:27 pm
Alright, new question. Has the manager been renamed? I've been trying to appoint one, but I didn't see it.


They have been replaced by the daimyo's representative.
The new positions, from the raws themselves (cropped here of course):
Code: [Select]

[POSITION:MONARCH]
[NAME_MALE:shogun:shoguns]
[NAME_FEMALE:shogun:shoguns]
[SPOUSE_MALE:shogun consort:shoguns consort]
[SPOUSE_FEMALE:shogun consort:shoguns consort]
[POSITION:GENERAL]
[NAME:daimyo:daimyo]
[POSITION:MILITIA_COMMANDER]
[NAME:samurai:samurai]
[POSITION:EXPEDITION_LEADER]
[NAME:daimyo:daimyo]
[SQUAD:7:daimyo's samurai:daimyo's samurai]
[POSITION:MANAGER]
[NAME:daimyo delegate:daimyo delegates]
[POSITION:CHIEF_MEDICAL_DWARF]
[NAME:court doctor:court doctors]
[POSITION:BROKER]
[NAME:broker:brokers]
[POSITION:BOOKKEEPER]
[NAME:scribe:scribes]
[POSITION:TRADE_REPRESENTATIVE]
[NAME:trade representative:trade representatives]
Title: Re: The Samurai Mod 0.2 (4 Jan 2014)
Post by: bluescreen1988 on September 05, 2014, 05:14:36 pm
I love mixing western and eastern fantasy elements.  PTW
Title: Re: The Samurai Mod 0.2 (4 Jan 2014)
Post by: mcolombe on April 06, 2015, 07:35:25 pm
It would be cool, if this mod is ever fully developed.
Title: Re: The Samurai Mod 0.2 (4 Jan 2014)
Post by: Sallen on April 08, 2015, 06:22:13 pm
I will slowly develop it, but I'm totally open to colaboration.
Title: Re: The Samurai Mod 0.2 (4 Jan 2014)
Post by: StupidElves on April 08, 2015, 07:37:23 pm
In the error log, I saw a few issues with language. I'm open to helping you fix that stuff. (Google Translate, don't fail me now.)
Title: Re: The Samurai Mod 0.2 (4 Jan 2014)
Post by: mcolombe on April 10, 2015, 03:38:56 pm
well Sallen, i wish you good luck, in developing this mod. i think it could be very cool. Unfortunately i can't mod to save my life, otherwise i would offer to help.
Title: Re: The Samurai Mod 0.2 (4 Jan 2014)
Post by: Sallen on April 10, 2015, 03:43:11 pm
In the error log, I saw a few issues with language. I'm open to helping you fix that stuff. (Google Translate, don't fail me now.)

I put it on Github both to keep it organized and in case someone who's into that sort of stuff wants to contribute: https://github.com/tjohnman/DF-the-samurai-mod (https://github.com/tjohnman/DF-the-samurai-mod).
Title: Re: The Samurai Mod 0.2 (4 Jan 2014)
Post by: mcolombe on April 10, 2015, 07:36:01 pm
Well Sallen, i am sure that there must be a few dwarf fortress modders who like japanese culture (manga/anime), who will want to help out. I am sure this mod could be really interesting. GOOD LUCK Sallen.
Title: Re: The Samurai Mod 0.2 (4 Jan 2014)
Post by: Urist McCoder on April 14, 2015, 05:32:46 pm
I have throwing knives in my mod, I just use a throwing glove.

EDIT: derp I thought that the last post was the one at the end of the second page
Title: Re: The Samurai Mod 0.2 (4 Jan 2014)
Post by: mcolombe on April 14, 2015, 11:16:13 pm
throwing knives hey, sounds cool.