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Messages - comicraider

Pages: [1] 2 3 ... 20
1
DF Modding / Re: What's going on in your modding?
« on: January 13, 2023, 05:26:13 pm »
That pyromancy mod is finished with the help of some smarter people from this board, now I'm feeling ambitious and wish to make more types of -mancers. Starting with one revolving around either wind or water.

2
DF Modding / Re: [MODDING] INTERACTION & SYNDROME QUESTIONS THREAD
« on: January 13, 2023, 05:24:53 pm »
I found this in Legend Viewer:
Quote
In 106, early summer, (8th of Hematite) the dwarf deity Ral Gemvaults the Gilded Pearls of Fortune put HF284_DIV MINOR_BLESSING_1 on the dwarf Ast Claspedsly in Tongsford.
In DF Legend Mode, it look like:
Quote
In the early summer of 106, Ralthe dwarf vampire Ast Claspedsly in  Tongsford.
Look like some text is missing here:
Quote
In the early summer of 106, Ral[HERE]the dwarf vampire Ast Claspedsly in  Tongsford.

Is it some known bug or historical figure can be blessed?
My guess: it is just some id offset error, the game should display vampire curse but for some reason it display a generated blessing.

What mods are you running? I had something similar happen in a vanilla world, but that was more "Listing anything that was melted/destroyed by fire as being destroyed by a hydra that's been dead for centuries", might just be a worldgen quirk.

3
DF Modding / Re: [MODDING] INTERACTION & SYNDROME QUESTIONS THREAD
« on: January 13, 2023, 05:23:51 pm »
Welp, Pyromancy's done... let's make a few more kinds of elemental magic.

Any idea if any of these are possible?;

>Shooting strong gusts of "wind" (likely just some powerful knockback)
>Wingless flight
>Their bodies changing to be made of stone/metal upon learning the secret or as an ability
>Releasing clouds of smoke/sand/such
>Firing steam, water or ice from their hands
>Freezing a target solid
>Some kind of ability that instantly kills undead
>Ability to heal or remove syndromes on a target
>Growing antlers
>Compelling wild animals to aid you

Do stop me if I'm being overly ambitious :p

4
DF Modding / Re: [MODDING] INTERACTION & SYNDROME QUESTIONS THREAD
« on: January 11, 2023, 12:14:39 pm »
Okay, it's shown up, and it's abilities are in the menu.

Works EXACTLY as I hoped - casted FIREJET a few times (pic related) and he's completely fine. Granted, no clothes to burn, but.

Only thing to iron out now is the sprite - was meant to be the same Ñ symbol as the necromancer but yellow/orange, I seem to have created a green square.

Spoiler (click to show/hide)

Update: Sprite's fixed. Turns out it's only AI controlled pyromancers that risk burning themselves; sometimes they'll just walk into the fire's cone while it's still going. Adventurers are safe as long as they're smart... and obscenely powerful.

But otherwise, works as desired. :)

5
DF Modding / Re: [MODDING] INTERACTION & SYNDROME QUESTIONS THREAD
« on: January 11, 2023, 12:05:54 pm »


Oop, hang on a second

6
DF Modding / Re: [MODDING] INTERACTION & SYNDROME QUESTIONS THREAD
« on: January 11, 2023, 12:01:39 pm »
Still nothing, even having the arena tag doesn't make it appear in the effects list, so actually testing this out is still eluding me.

Strange, I got it to work with the changes.

Did you remember to add CE_ to the can do interactions?

And do you have this in the beginning of the file:

Code: [Select]
interaction_pleiades_pyromancy.txt

[OBJECT:INTERACTION]

Edit. Also, does errorlog.txt say anything?

This is what it looks like currently, with the tweaks you suggested;

Spoiler (click to show/hide)

the errorlog is blank after booting up the arena, but I haven't tried generating a world with it yet.

7
DF Modding / Re: [MODDING] INTERACTION & SYNDROME QUESTIONS THREAD
« on: January 10, 2023, 05:57:26 pm »
Still nothing, even having the arena tag doesn't make it appear in the effects list, so actually testing this out is still eluding me.

8
DF Modding / Re: [MODDING] INTERACTION & SYNDROME QUESTIONS THREAD
« on: January 10, 2023, 05:54:04 pm »
Oh yeah, I've learned that the firejet will kill the user; plan is to remove that once I know this secret works, I just can't resist the thought of watching the test subject immolate themselves.

I'm looking at shapeshifting once I've got a decent grasp of what I'm doing - Geomancers, Transmuted Wizards and Forest Mages will rely on them to an extent, but they're further down the pipeline if this one goes well, and it ends up turning into its' own magic mod instead of a "Just to say I could" project like it is now.

I'll switch over to your version of the fire spells and see if I get any changes.

9
DF Modding / Re: [MODDING] INTERACTION & SYNDROME QUESTIONS THREAD
« on: January 10, 2023, 04:49:23 pm »
No dice, even without [GENERATED] it doesn't show up. Strange.

All honesty, the fact that DF still runs with my custom files means this is still one of the more stable mods I've made.

10
DF Modding / Re: [MODDING] INTERACTION & SYNDROME QUESTIONS THREAD
« on: January 10, 2023, 03:17:39 pm »
Okay, saved as interaction_pleiades_pyromancy, saved to it's own file in raw/objects along with a companion file in objects/text, booted the game up, started arena, used raw as the source aaaaaand nothin' came up.

Spoiler (click to show/hide)

Keeping FIREJET solely for the test, I wanna see my guinea pig roast himself. I can only assume I've set up IE_ARENA_NAME wrong.

11
DF Modding / Re: [MODDING] INTERACTION & SYNDROME QUESTIONS THREAD
« on: January 10, 2023, 02:41:04 pm »
Gotcha, that was pretty much a countermeasure to avoid them dying every time they used their powers... it was gonna be fire breath, but I can imagine dwarven pyromancers losing their beards. Don't know if that's how it works, but hey. That whole ability was pretty much taken verbatim from the dragon's raws anyway, I just swapped out MOUTH for HAND, tried to swap out dragonfire for normal fire because I am NOT giving a mere mortal that kind of power, and reduced the range. I'll make the necessary adjustments then give it a whirl in the arena and post my findings.

In terms of interaction_x files, should I just make one for this secret, or do I just add it to interaction_standard.txt?

OH; Should I rename it from SECRET_11 to stop it interfering with necromancy?

12
DF Modding / Re: [MODDING] INTERACTION & SYNDROME QUESTIONS THREAD
« on: January 10, 2023, 02:25:13 pm »
Okay, simple one here.

I'm working on a custom secret that adds pyromancy for fire/sun god worshippers, basically makes them heatproof and lets them shoot fire out of their hands.

What I got so far:

Spoiler (click to show/hide)

Basically I have two questions;

1) Does this look right? Never tried modding beyond adding [SITE_CONTROLLABLE] to civilizations, and have no idea what I'm doing. This is in 47.04 for context; just so I can test this out with adventurers.
2) What file should I add these raws to? Already got the book title file where it needs to be but I can't find wherever secret raws are hidden.

13
I'm trying to create a custom secret that adds pyromancy, but... I have absolutely no idea which file I should add these new raws to so I can test it. Google's given me nothing, and world.dat comes up as gibberish in my editor. Have I got to decrypt that file or is there a specific raw I should check?

New to modding so chances are I've been looking in the wrong places, but any advice would be a godsend.

14
DF Modding / Re: What's going on in your modding?
« on: January 09, 2023, 07:19:06 pm »
Decided to return to DF Classic because I missed Adventure Mode, then remembered the pyromancy mod I was gonna attempt some time ago but never got around to. Basically necromancy, but swap out the immortality and zombies for heatproofing and fire.

No idea what I'm doing and too lazy to look at the wiki's guide, but this is what I got so far.

https://imgur.com/a/gyGPZ54 (can't remember how images work, haven't been on here in a while.)

15
Nope, no luck. Tried switching to him and running the command, had him drop it and run the command and even went into createitem, spawned him a "clean" ethgath and he won't play that either.

Weird.

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