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Messages - Inmate

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DF Modding / Re: The Spellbook - Community Interaction Repository
« on: February 21, 2012, 05:21:37 pm »
Excellent! That will make using megabeast souls to learn magic actually possible!
I think that's a fantastic concept.

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DF Modding / Re: The Spellbook - Community Interaction Repository
« on: February 21, 2012, 05:07:53 pm »
Take Meph's word on the subject, I'm running on about four day's worth of actually looking at raws, anything I could tell you would be limited common sense :P
Good luck with your spell-teaching syndrome :D

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DF Modding / Re: The Spellbook - Community Interaction Repository
« on: February 21, 2012, 04:14:25 pm »
So I am digging these new spells, but I was wondering, how do I go about giving these to my dwarves. I know I can add them directly to the creatures raws, but I was hoping I could use the REACTION->BOILING_STONE->SYNDROME effect to "teach" these spells to specific dwarves. Any ideas?
I suppose you could create two custom dwarven castes (male & female) that each have the spells, then use the [CE_BODY_TRANSFORMATION:Start:0] in your syndrome to turn the males into the male version of the caste, and the females into the female version of the caste by having one of two syndromes target only DWARF:MALE and the other targetting only DWARF:FEMALE (I'm unsure if two different syndromes can be applied to one material, but you could certainly make the reaction emit two materials. I think o.o). Then, your dorf is now a Dwarf Spellcaster Male or Dwarf Spellcaster Female.

4
DF Modding / Re: CE_BODY_TRANSFORMATION !!Science!!
« on: February 21, 2012, 11:26:50 am »
Just a slight issue I've noticed. The game seems to crash whenever I inflict any syndromes on a transformed creature at all, not just syndromes that try to transform a permanent transformation into something else. Has anyone else had this problem?

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DF Modding / Re: CE_BODY_TRANSFORMATION !!Science!!
« on: February 19, 2012, 11:31:22 pm »
Welp, I toyed with it a bit and couldn't come up with anything revolutionary.
I did, however, notice that the werebeast sample doesn't use an END:#, it has a tidbit reading [CE:PERIODIC:MOON_PHASE:27:0] which might be setting a specific time of day that the sumbitch turns back. If so, then maybe there's other ways to specify the end condition of the transformation that I'm just not seeing in the raws.

Though I didn't actually plug in a generic werebeast and run that curse, it could very well just be a permanent transformation and I wasn't paying close enough attention.
Edit: I also don't know much of shit about DF's raws  :P, everything I've put together is just common sense and rawmancy 101.

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DF Modding / Re: CE_BODY_TRANSFORMATION !!Science!!
« on: February 19, 2012, 06:18:35 pm »
Yeah, I was sure that if I wanted to avoid the timer, I'd have to give the unique class the "off-switch" to the transformation, but I'm not aware of how transformations are reverted (excluding timers) in the first place.

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DF Modding / Re: CE_BODY_TRANSFORMATION !!Science!!
« on: February 19, 2012, 05:52:13 pm »
I'm attempting to make a toggle-able transformation without the use of Time Urists (I will now forever use this term  :P)

Is there a way to force a transformation to end?
The method I'm thinking of using initiates a permanent transformation, then allows the transformed entity to end that transformation when it pleases.

8
Issues after playing .6 with a Witcher:

HOW do I harvest plants? The good genesis 'old random plant from nothing' reaction isn't there, and just can't find a way to pick up the plants showing up on a map. It's quite embarassing to starve in the middle of endless Plump Helmet fields (yeah, plump helmets above ground, WTF) and impossibru to get thread so I can't make a backpack... and sadly, bandits or dwarves (even soldiers) don't seem to wear or store those either.
This bugs me as well.

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As a side note, I seem to be starting butt naked, excluding my trusty dagger. This may have something to do with snagging just the raws from the .6 version to continue playing with ASCII, or it may be something worth noting. Regardless, I'm noting it :D

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Well, if you don't want to play with graphics, you can always gut the graphics version of it's new files until Deon starts paying actual attention to what we're saying. There are seven files I have identified, but I cannot guarantee that these are all of them or that this will work, since I've been playing .4 due to a very long lasting adventurer.

Spoiler (click to show/hide)
Even if it doesn't work, I appreciate the attempt  :) I'll give this a go, thanks mate.

Edit: I'd like to make note that it seems to have worked, but I wont know for sure until I've played for a while.

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\
Is version 4: ASCII the same as ver6 Full? Cause I wanna play this but I don't really use graphic mode/sets, the sprites are too small for me to enjoy it usually.

nevermind didn't realize it was set up as a seperate version of DF.

Curiosity's sake, I'm unfamiliar with the way the version with the graphic pack is set up.
Is there a way to play the 0.6 version without the little graphics? I didn't mind them at first, but walking through a field seeing dark green blocks mixed with light green blocks and not being able to tell a kobold from a shrub is kind of killing some of the feel for me.
Until then, 0.4 it is!

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