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Messages - Raidau

Pages: 1 ... 6 7 [8]
106
DF Modding / Re: New Notepad++ raw file highlighting mode!
« on: February 04, 2014, 06:53:31 am »
Sadly, it doesn't seem to highlight anything for me, even after following all the steps; is there a problem with newer versions of NP++?

I use latest version and it works

107
-snip-

...yes.

That's real good. Let me see if I can make a much more streamlined version of this.

EDIT:



That worked.

Looks impressive, but how do I use it? :) seems like it has some dependances. I added script.lua  and dialogs.lua from  dfhack/library/lua/gui on github to my script/gui folder, it prints a lot of errors anyway.

Now i see.. it requires dfhack r4, script.lua and dialogs.lua, and it works! I hope community games will become more informative :)

108
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109
I've recently figured out  a simple way to create a slab and write whatever I want on it. The information is not lost when you save the world. Many players who are familiar with gm-editor should know how to do that, so this little manual for those who don't:

Requirements:
  • dfhack r3 or newer
  • createitem script
  • gui/gm-editor script

What you need to do:
  • Use createitem script to create a slab. (go to your adventurer's status and type in dfhack console: "createitem SLAB <material>", for example: "createitem SLAB GRANITE" without the quotes, of course.
  • Select created slab and call gm-editor, by typing "gui/gm-editor" (i advice you to create a shortcut). You must see a list of item's properties:
  • To make custom text appear on the slab select description field and type whatever you want. Slabs description will change to somethig like this
    Quote
    This is a granite slab.
    The slab reads: "In memory of UristMcDragonSlayer, the greatest of all dwarves"
  • engraving_type field controls slab's name and appearance in game: -1 is default, 0 - memorial, 1-24 - different shop signs
  • quality and wear may also be changed for roleplay purposes.

110
Utilities and 3rd Party Applications / Re: DFHack 0.34.11 r3
« on: February 02, 2014, 06:17:32 am »

[SYN_CLASS:script][SYN_CLASS:\UNIT_ID][SYN_CLASS:ITEM_WEAPON_DAGGER_LONG][SYN_CLASS:IRON] will make an iron dagger.

Its possible to change it to tools as well, would just need to change a few lines. (actually I think the only thing you would need to change is 'WEAPON' to 'TOOL' and 'item_weaponst' to 'item_toolst'. Although I am not positive about that)

It works (at least initial testing conformed that). I made this crude variation (for tools) for my own use, it also takes one more argumet as quality. Gonna try expand this for armor as well. Thanks Roses.

Code: [Select]
args = {...}

local unit = df.unit.find(tonumber(args[1]))
local mat = args[3]
local quality = args[4]
local mat_type = dfhack.matinfo.find(mat).type
local mat_index = dfhack.matinfo.find(mat).index

local item_index = df.item_type['TOOL']
local item_subtype = 'nil'

for i=0,dfhack.items.getSubtypeCount(item_index)-1 do
  local item_sub = dfhack.items.getSubtypeDef(item_index,i)
  if item_sub.id == args[2] then
  item_subtype = item_sub.subtype
end
end

if item_subtype == 'nil' then
  print("No weapon of that type found")
  return
end

local item=df['item_toolst']:new() --incredible
item.id=df.global.item_next_id
df.global.world.items.all:insert('#',item)
df.global.item_next_id=df.global.item_next_id+1
item:setSubtype(item_subtype)
item:setMaterial(mat_type)
item:setMaterialIndex(mat_index)
item:categorize(true)
item.flags.removed=true
item:setSharpness(1,0)
item:setQuality(quality)
dfhack.items.moveToGround(item,{x=unit.pos.x,y=unit.pos.y,z=unit.pos.z})

By the way, what will happen if item:setSharpness(1,0) is used on a non-sharp non-weapon tool? looks like honeycombs dont become edged this way

111
It is possible to somehow make certain reactions not work unless the worker meets some simple condition? For example, custom reaction "write weaponsmithing manual", which requires minimum skill level 15, otherwise product amount is forced to 0 (or whatever) and [PRESERVE_REAGENT] forced for all the reagents.

 I've seen hire-guard lua script, it deals with reactions, and changes their outcome according to performer's skills.

112
DF Modding / Re: Monkey Defence - Joke modders resource :)
« on: January 29, 2014, 08:36:34 am »
Haha! I gonna use this stuff for some of the monkeys in my DF build.:) I recently added spitting to camels, llamas etc. That was really funny to watch that spitting barrage when someone hostile approaches to group of camels.

But i have one advanced modding question that may fit this topic: is it possible to make interacion projectiles to leave spatter on unit they hit?

113
DF Modding / Re: What to mod to encourage Necromancers?
« on: January 27, 2014, 09:33:11 am »
Adding several spheres under one [I_SOURCE:SECRET] token isnt best way, to my mind, so i use different sources for same interaction (you may define more than one, any of them will work).

Here some raws from my master vampire secret (for slabs to be created and books to be written you need to add  [IS_SECRET:MUNDANE_RECORDING_POSSIBLE:...]). Works just as it should. A god will perform this interaction once per ~100-200 years even if he has several of these spheres.
Spoiler (click to show/hide)

114
DF Modding / Re: What to mod to encourage Necromancers?
« on: January 27, 2014, 07:42:26 am »
My own tests have shown the following:

The main problem is that procedurally generated secrets always belong to only one sphere: DEATH. Thus only gods of death can create slabs and grant mortals their secrets. And every god can create maximum 1 slab per secret during world gen, and also gods have long cooldown on slabs they create, about several hundreds of years.

Simple solution is to add more spheres to your secrets, making more gods capable of creating slabs. You may also make your civilizations worship right spheres, for that you need to alter religion-related tokens for your entities.

115
DF Modding / Re: Modifying appearances
« on: January 27, 2014, 02:46:40 am »
Quote
Is it possible to specify different appearances (for example, beard styles) for specific castes/species?

Yes, it is possible, all appearance modifiers are caste-specific. I recently managed to make it work in my mod :)

Tissue style units are kind of special thing used by civilized creatures only, so you need two things:

1. Select tissue layer group and define [TISSUE_STYLE_UNIT:...] for your creature/caste,
like this:
Code: [Select]
[SELECT_CASTE:MALE]
[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[TISSUE_STYLE_UNIT:HAIR_M:STANDARD_HAIR_SHAPINGS] last argument here seems to be irrelevant, overwritten by entity tissue style
[TSU_NOUN:male hair:SINGULAR] TSU_NOUN is not the  same as APP_MOD_NOUN, "male hair" is for testing purpose here :)
[SELECT_CASTE:FEMALE]
[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[TISSUE_STYLE_UNIT:HAIR_F:STANDARD_HAIR_SHAPINGS]
[TSU_NOUN:female hair:SINGULAR]

First argument after  [TISSUE_STYLE_UNIT: is an ID used as referrence in entity TISSUE_STYLE tokens

2. Add TISSUE_STYLE token to the entity and add TS_PREFERRED_SHAPING:X and TS_MAINTAIN_LENGTH below selected tissue style unit.

 like this:
Code: [Select]
[TISSUE_STYLE:HAIR_M]
[TS_MAINTAIN_LENGTH:0:50]
[TS_PREFERRED_SHAPING:CLEAN_SHAVEN]

[TISSUE_STYLE:HAIR_F]
[TS_MAINTAIN_LENGTH:100:NONE]
[TS_PREFERRED_SHAPING:DOUBLE_BRAIDS]
[TS_PREFERRED_SHAPING:NEATLY_COMBED]
[TS_PREFERRED_SHAPING:BRAIDED]
      
Now you have your males go always with clean-shaven hair, and females have either double braids, braids or neatly combed hair!

adding several TS_PREFERRED_SHAPING makes the game randomly choose one of them for each unit

I suppose tissue styles are applicable to tissues other than hair, just follow the above described logic. For example you can make a monster race which double-braid their tentacles around the mouth.

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