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Topics - Korgoth

Pages: [1]
1
Hello my fellow dwarves! :D
 I have a request to make, I would like to know if there is a script for DFhack that enable the healing of nerve damage of a unit, and only the nerve damage.
You see... I truly get my enjoyment from dwarf fortress by playing adventurer mod, hence I like to Roleplay and have long seasons playing the same characters, and sometimes my adventurer gets his tendons cut by some foul beast or some lucky wild dog and loses his ability to grasp, or to even stand on his on.
For roleplay purposes, sometimes I like to use the DFhack Script "full-heal" to heal the character that got his tendons cut, but this script heals the entirety of the unity, hence also making my adventurer pristine clean! Without my battle hardened scars, some teeth or nose that got lost in some battle and I dont want that! I just don't want my adventurer losing his motor nerve autonomy, but I want to keep the scars and whatever else that got cut of from my adventurer on the course of his life.

Thanks in advance for considering my request.
Strike the earth!!!

2
Hello my fellow dwarves! :D
 I have a request to make, I would like to know if there is a script for DFhack that enable the healing of nerve damage of a unit, and only the nerve damage.
You see... I truly get my enjoyment from dwarf fortress by playing adventurer mod, hence I like to Roleplay and have long seasons playing the same characters, and sometimes my adventurer gets his tendons cut by some foul beast or some lucky wild dog and loses his ability to grasp, or to even stand on his on.
For roleplay purposes, sometimes I like to use the DFhack Script "full-heal" to heal the character that got his tendons cut, but this script heals the entirety of the unity, hence also making my adventurer pristine clean! Without my battle hardened scars, some teeth or nose that got lost in some battle and I dont want that! I just don't want my adventurer losing his motor nerve autonomy, but I want to keep the scars and whatever else that got cut of from my adventurer on the course of his life.
So, I would like to know if there is someone with knowledge on the subject, and I would also appreciate any syndrome or interactions made by the community addressing the topic discussed by this thread, like reactions in adventurer mode for making healing potion, interactions making possible to heal the adventurer and etc.
Thanks in advance for considering my request.
Strike the earth!!!

3
Hello my fellow dwarves! :D
 I have a request to make, I would like to know if there is a script for DFhack that enable the healing of nerve damage of a unit, and only the nerve damage.
You see... I truly get my enjoyment from dwarf fortress by playing adventurer mod, hence I like to Roleplay and have long seasons playing the same characters, and sometimes my adventurer gets his tendons cut by some foul beast or some lucky wild dog and loses his ability to grasp, or to even stand on his on.
For roleplay purposes, sometimes I like to use the DFhack Script "full-heal" to heal the character that got his tendons cut, but this script heals the entirety of the unity, hence also making my adventurer pristine clean! Without my battle hardened scars, some teeth or nose that got lost in some battle and I dont want that! I just don't want my adventurer losing his motor nerve autonomy, but I want to keep the scars and whatever else that got cut of from my adventurer on the course of his life.
So, I would like to know if there is someone with knowledge on the subject, and I would also appreciate any syndrome or interactions made by the community addressing the topic discussed by this thread, like reactions in adventurer mode for making healing potion, interactions making possible to heal the adventurer and etc.
Thanks in advance for considering my request.
Strike the earth!!!

4
DF Modding / Ways to lock doors on Adv mode? Scripts on DFhack maybe?
« on: November 15, 2020, 03:04:14 pm »
Hello my fellow dwarfs. I want to know if there is a way do mod a interaction to lock doors on adventure mode.
 I'm building a prison on my adventurer fort, and a prison is not a prison without locked doors right?
So anyone can help me with that?
Scripts to use on Dfhack are very welcome! There is someone with knowledge with scripts and know how to make that possible?
 I would be very grateful.

5
DF Modding / How to make a creature that turns into smoke when it dies?
« on: November 11, 2020, 11:40:29 pm »
Hello my fellow dwarfs, I'm trying to add some creatures from the  Witcher series to my games, I already added the devourer, drowners, nekkers, and now I 'm trying to add the floggets, but I wanted to make the creature turn into smoke when it dies, so I have a couble of questions on how to do that:

How can I make that possible? I know that it have something to do with the ITEMCORPSE token.  I know that if i want to cause a fire whe the creature dies  I have to uso something like that       [ITEMCORPSE:BOULDER:NO_SUBTYPE:INORGANIC:COAL_BONFIRE]
but how can I replicate that with fog?

Also, there is a way to maintain the corpse and also cause the fog around corpse when the creature mets its demise?


6
I'm trying to mod the Beastman from Warhammer fantasy into my game, but anytime they are hurt, their muscles and organs  are not reacting properly, being "chipped and fractured" instead of bruised, like if they're are bones of some sort..
Wanted some help with that if someone can lend me a hand.
Here are the raws of the creatures, wich are divided into four different races of creatures, ungors, brays, bovigors and caprigors, both female and male:
creature raws:
Spoiler (click to show/hide)

7
DF Modding / How to extract procedual raws from 0.47?
« on: February 21, 2020, 11:38:44 pm »
Hello friends, I wanted to know how to extract the procedual raws of the night creatures, necromancer and werebeast of the new version to know how these interactions and creatures are working on the v. 0.47 so I can start to create some creatures of my own, but I dont know how... So, can anyone help me with this problem?
Thank you in advance for your atention

8
DF Modding / [MODDING] How to mod magic interactions into the game?
« on: August 11, 2019, 11:30:31 pm »
Hello! I've bein triyng do mod Old Genesis mod made by Deon and continued by TomiTapio! my problem is that I've bein triyng to put some magic into the game by messing with the interaction raws but i can't see to make them work properly.
 I've created two separeted interation files for this, one being "interaction_new_secret" for the secrets and how to get them like major curses and the other one "interaction_new_spell" for the spells. For what I can see on the legends mod people are being tranformeted in plague mages like the one I design on the interaction_new_secret text raw, but what I'm failling to make it work is the spells, like the effects of the speel is not working.
For example the charm spell
first how the speel is on the interaction_new_secret:
Code: [Select]
                        [CE_CAN_DO_INTERACTION:START:0]
                [CDI:ADV_NAME:Charm]
                [CDI:USAGE_HINT:ATTACK]
                [CDI:INTERACTION:CHARM]
                [CDI:TARGET:A:LINE_OF_SIGHT]
                [CDI:TARGET_RANGE:A:7]
                [CDI:VERB:charm beings around you:charms beings:NA]
                [CDI:TARGET_VERB:feel sluggish:looks sluggish]
                [CDI:MAX_TARGET_NUMBER:A:5]
                [CDI:WAIT_PERIOD:100]
and how the spell is on "interaction_new_spell":
Code: [Select]
[INTERACTION:CHARM]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_CANNOT_TARGET_IF_ALREADY_AFFECTED]
[IT_AFFECTED_CLASS:GENERAL_POISON]
[IT_MANUAL_INPUT:creature]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[SYN_NAME:charming]
[CE_NUMBNESS:SEV:20:PROB:100:START:0:END:150:BP:BY_CATEGORY:ALL:MUSCULAR_ONLY]
[CE_DIZZINESS:SEV:1000:PROB:100:START:0:PEAK:30:END:480]
[CE_UNCONSCIOUSNESS:SEV:1000:PROB:100:START:0:PEAK:30:END:480]
                        [CE_PARALYSIS:SEV:10000:PROB:100:RESISTABLE:MUSCULAR_ONLY:START:0:END:60]
But the spell is not making any effect on any creature.Can anyone help me? do you guys know what i'm doing wrong?

9
Mod Releases / How to mod magic interactions into the game?
« on: August 11, 2019, 05:39:50 pm »
Hello! I've bein triyng do mod Old Genesis mod made by Deon and continued by TomiTapio! my problem is that I've bein triyng to put some magic into the game by messing with the interaction raws but i can't see to make them work properly.
 I've created two separeted interation files for this, one being "interaction_new_secret" for the secrets and how to get them like major curses and the other one "interaction_new_spell" for the spells. For what I can see on the legends mod people are being tranformeted in plague mages like the one I design on the interaction_new_secret text raw, but what I'm failling to make it work is the spells, like the effects of the speel is not working.
For example the charm spell
first how the speel is on the interaction_new_secret:
Code: [Select]
                        [CE_CAN_DO_INTERACTION:START:0]
                [CDI:ADV_NAME:Charm]
                [CDI:USAGE_HINT:ATTACK]
                [CDI:INTERACTION:CHARM]
                [CDI:TARGET:A:LINE_OF_SIGHT]
                [CDI:TARGET_RANGE:A:7]
                [CDI:VERB:charm beings around you:charms beings:NA]
                [CDI:TARGET_VERB:feel sluggish:looks sluggish]
                [CDI:MAX_TARGET_NUMBER:A:5]
                [CDI:WAIT_PERIOD:100]
and how the spell is on "interaction_new_spell"
Code: [Select]
[INTERACTION:CHARM]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_CANNOT_TARGET_IF_ALREADY_AFFECTED]
[IT_AFFECTED_CLASS:GENERAL_POISON]
[IT_MANUAL_INPUT:creature]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[SYN_NAME:charming]
[CE_NUMBNESS:SEV:20:PROB:100:START:0:END:150:BP:BY_CATEGORY:ALL:MUSCULAR_ONLY]
[CE_DIZZINESS:SEV:1000:PROB:100:START:0:PEAK:30:END:480]
[CE_UNCONSCIOUSNESS:SEV:1000:PROB:100:START:0:PEAK:30:END:480]
                        [CE_PARALYSIS:SEV:10000:PROB:100:RESISTABLE:MUSCULAR_ONLY:START:0:END:60]
But the spell is not making any effect on any creature.Can anyone help me? do you guys know what i'm doing wrong?

10
DF Modding / How can i make an animal person spit actual spit?
« on: May 29, 2019, 10:46:19 pm »
So, I actually already been able to give them the ability to spit by adding the following lines to the C_variantion_default raw:

[CV_NEW_TAG:CAN_DO_INTERACTION:MATERIAL_EMISSION]
      [CV_NEW_TAG:CDI:ADV_NAME:Spit]
      [CV_NEW_TAG:CDI:USAGE_HINT:NEGATIVE_SOCIAL_RESPONSE]
      [CV_NEW_TAG:CDI:USAGE_HINT:TORMENT]
      [CV_NEW_TAG:CDI:BP_REQUIRED:BY_CATEGORY:MOUTH]
      [CV_NEW_TAG:CDI:MATERIAL:LOCAL_CREATURE_MAT:SPIT:LIQUID_GLOB]
      [CV_NEW_TAG:CDI:VERB:spit:spits:NA]
      [CV_NEW_TAG:CDI:TARGET:C:LINE_OF_SIGHT]
      [CV_NEW_TAG:CDI:TARGET_RANGE:C:15]
      [CV_NEW_TAG:CDI:MAX_TARGET_NUMBER:C:1]
      [CV_NEW_TAG:CDI:WAIT_PERIOD:20]

but everytime i tryed to spit, my charcter spit a melted part of his skin instead of the material_templete of spit.
I already putted the material template on C_variation_default, correct me if i'm wrong, i putted this on the raws:

[CV_NEW_TAG:MATERIAL_TEMPLATE:SPIT_TEMPLATE]
   [CV_NEW_TAG:STATE_COLOR:ALL_SOLID:CLEAR]
   [CV_NEW_TAG:STATE_NAME:ALL_SOLID:frozen spit]
   [CV_NEW_TAG:STATE_ADJ:ALL_SOLID:frozen spit]
   [CV_NEW_TAG:STATE_COLOR:LIQUID:CLEAR]
   [CV_NEW_TAG:STATE_NAME:LIQUID:spit]
   [CV_NEW_TAG:STATE_ADJ:LIQUID:spit]
   [CV_NEW_TAG:STATE_COLOR:GAS:CLEAR]
   [CV_NEW_TAG:STATE_NAME:GAS:boiling spit]
   [CV_NEW_TAG:STATE_ADJ:GAS:boiling spit]
   [CV_NEW_TAG:DISPLAY_COLOR:7:0:0]
   [CV_NEW_TAG:MATERIAL_VALUE:1]
   [CV_NEW_TAG:SPEC_HEAT:4181]
   [CV_NEW_TAG:IGNITE_POINT:10508]
   [CV_NEW_TAG:MELTING_POINT:10000]
   [CV_NEW_TAG:BOILING_POINT:10180]
   [CV_NEW_TAG:HEATDAM_POINT:10250]
   [CV_NEW_TAG:COLDDAM_POINT:9900]
   [CV_NEW_TAG:MAT_FIXED_TEMP:NONE]
   [CV_NEW_TAG:SOLID_DENSITY:500]
   [CV_NEW_TAG:LIQUID_DENSITY:NONE]
   [CV_NEW_TAG:MOLAR_MASS:NONE]
   [CV_NEW_TAG:IMPACT_YIELD:10000]
   [CV_NEW_TAG:IMPACT_FRACTURE:10000]
   [CV_NEW_TAG:IMPACT_STRAIN_AT_YIELD:100]
   [CV_NEW_TAG:COMPRESSIVE_YIELD:10000]
   [CV_NEW_TAG:COMPRESSIVE_FRACTURE:10000]
   [CV_NEW_TAG:COMPRESSIVE_STRAIN_AT_YIELD:100]
   [CV_NEW_TAG:TENSILE_YIELD:10000]
   [CV_NEW_TAG:TENSILE_FRACTURE:10000]
   [CV_NEW_TAG:TENSILE_STRAIN_AT_YIELD:100]
   [CV_NEW_TAG:TORSION_YIELD:10000]
   [CV_NEW_TAG:TORSION_FRACTURE:10000]
   [CV_NEW_TAG:TORSION_STRAIN_AT_YIELD:100]
   [CV_NEW_TAG:SHEAR_YIELD:6600] used high salinity ice
   [CV_NEW_TAG:SHEAR_FRACTURE:6600]
   [CV_NEW_TAG:SHEAR_STRAIN_AT_YIELD:100]
   [CV_NEW_TAG:BENDING_YIELD:10000]
   [CV_NEW_TAG:BENDING_FRACTURE:10000]
   [CV_NEW_TAG:BENDING_STRAIN_AT_YIELD:100]
   [CV_NEW_TAG:MAX_EDGE:500]
   [CV_NEW_TAG:ABSORPTION:100]
   [CV_NEW_TAG:REACTION_CLASS:GROSS_DUMPABLE]
   [CV_NEW_TAG:SPIT_MAP_DESCRIPTOR]
   [CV_NEW_TAG:EVAPORATES]

The game is not detecting the material template, just guessing, because the action of spitting is working, but not the correct material, that's why i'm guessing the game used the melted skin to spit. Does anyone know how to help me with that?

11
DF Modding / Where can I edit the "Night troll" creature raws?
« on: May 08, 2019, 11:28:20 am »
Want it to give the night troll some new attacks, but i dont know where the creature text is, can somebody lend me a hand in finding it?

12
I wanna change the word to "crush", is that possible to do something like that by modding the game? And if the answer is "yes",  do you know how? Could you help me?

Thank you in advance. :D

13
DF Modding / Question about Limb Modding
« on: May 04, 2019, 06:56:14 pm »
Question, can I make a aditional limb in the raws just for punching without having that limb grasping weapons?

14
I'm new to Df and I fall in love for the game in a second! But a I want to change the sizes of some of the playable Intelligent Wilderness Creature, so that i can play and aquire armors more easily for then without having to resort on doing a fortres just to get a Tick man some armor. A wanted do mod the raw in a way  that the smallest creatures (like Beetle man,Brown recluse spider man,Damselfly man,Dragonfly man,Firefly man,Fly man,Grasshopper man and so on...) can wear dwarf/goblin/elf clothes (52500,70000) and some others of my choice to use  human clothes: (61250,81666).
Can i do something like that editing the raws of the game? And if the answer is "yes" could someone guide me on how to do it?
Thank you for your attention.
Ps: Sorry in advance for any misspelling, english is not my native language.

15
I'm new to Df and I fall in love for the game in a second! But a I want to change the sizes of some of the playable Intelligent Wilderness Creature, so that i can play and aquire armors more easily for then without having to resort on doing a fortres just to get a Tick man some armor. A wanted do mod the raw in a way  that the smallest creatures (like Beetle man,Brown recluse spider man,Damselfly man,Dragonfly man,Firefly man,Fly man,Grasshopper man and so on...) can wear dwarf/goblin/elf clothes (52500,70000) and some others of my choice to use  human clothes: (61250,81666).
Can i do something like that editing the raws of the game? And if the answer is "yes" could someone guide me on how to do it?
Thank you for your attention.
Ps: Sorry in advance for any misspelling, english is not my native language.

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