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Messages - Earthbound Modder

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1
DF Modding / Palette Assignment to Graphics
« on: August 21, 2023, 11:22:12 pm »


I saw a question on here about a year ago, and I have the exact same question regarding descriptor palette assignment to objects in the game. I'll quote that question here verbatim, and link to the original:

http://www.bay12forums.com/smf/index.php?topic=173474.msg8440169#msg8440169
Quote
What determines if an image uses the material color or the color straight from the .png in the steam version's tileset?

Metal Bars, Tables, and Trousers are all material colored, but cheese for example is not and has a base yellow sprite for all cheese.
If I recolor that cheese to the DEFAULT_TEMPLATE color, it doesn't recolor to material colors defined in the cheese.
I haven't located anywhere that implicates images to use palettes, but I've seen comments in the files that say different images are palette colored. Is this all hardcoded?

For a graphics overhaul mod that I'm creating, I'd like weapons and armor that dwarves are wielding/wearing to reference the descriptor palette file directly for color in the same way that many furniture items do.  This could be used to solve the issue of dwarf armor not showing up when, for example, it is produced as part of a strange mood using nickel or another non-standard armor metal not recognized in the graphics_creatures_layered graphics file by permitting me to reference the material as metal, rather than iron, bronze, steel etc. specifically.

Does anyone know if this behavior is hardcoded atm, or is it able to be referenced by the modder in a graphics file? I saw that a [PALETTE_COLOR] token was referenced in the dwarf fortress raw decompilation https://gitlab.com/df-modding-tools/df-raw-language-server/-/blob/dev/df_ls_structure/src/objects/graphics/creature_graphics.rs, but it was listed as TODO, so no luck for that working atm.

2
Do we have a comprehensive list of the different condition tokens, i.e. those like the [CONDITION_PROFESSION_CATEGORY:METALSMITH] token in the graphics_creatures_layered file? I've been writing up a page (https://dwarffortresswiki.org/index.php/Graphics_token) on the wiki on the new graphics tokens as I create my own graphics mod, since a consolidated resource would greatly help any modders interested in the Steam release.

Not sure if Shonai, Meph or anyone else in the know can help with revealing the new graphics tokens if they have a list, but if they could that would be a tremendous help!

3
Honestly, is there a page on the wiki for modding examples/techniques? I'd love to be able to contribute to an organized base like that somewhere, because googling won't retrieve accurate/ up to date results for inexperienced modders

There isn't.  There should be.  There have been several attempts at creating forum threads that function as a catch-all "interesting modding examples", but they tend to fizzle out over time, generally because the original poster stops updating.  A wiki page could get around this.

That's the layout I would vote for, but since you are the one taking the initiative, I think you get to decide how you want to do it
In that case I might see about getting it on the wiki today. Should it just be a couple mega pages with template examples split into categories (interaction, creature, syndrome, entity etc.)?

Ok, I just got an interaction examples page up! For any of those experienced with wiki writing, please feel free to reformat as you feel is appropriate for the space. The link is here https://dwarffortresswiki.org/index.php/DF2014:Interaction_examples and it can be found at the bottom of the interactions page on the wiki as well.

It's fairly sparsely populated for now, but I'm planning to add more daily as I continue working on my own mod. Since I know that some of the most experienced DF modders occupy this thread, please don't feel afraid to contribute your ideas! I've been on for a while and I'm constantly astounded by what you all know and come up with. The contributions you all make will be invaluable to the development of a more comprehensive knowledge base about DF modding.

4
Honestly, is there a page on the wiki for modding examples/techniques? I'd love to be able to contribute to an organized base like that somewhere, because googling won't retrieve accurate/ up to date results for inexperienced modders

There isn't.  There should be.  There have been several attempts at creating forum threads that function as a catch-all "interesting modding examples", but they tend to fizzle out over time, generally because the original poster stops updating.  A wiki page could get around this.

In that case I might see about getting it on the wiki today. Should it just be a couple mega pages with template examples split into categories (interaction, creature, syndrome, entity etc.)?

5
Do you all know if it is possible to create an interaction that disables a creatures use of others? Say, a "spell" that would make it so a creature can't do a material emission.

There are two ways of doing this - the easy way and the hard way.

First the easy way: Interactions with the VERBAL tag are intended to be incantations and can only be used by creatures that can speak.  A "silence" spell with CE_REMOVE_TAG:CAN_SPEAK will therefore disable the use of all VERBAL spells.

If you want something more specific, you can add a self-targeting "Prepare spell" interaction that enables the use of the actual spell for a short period. The Prepare spell is restricted with IT_CANNOT_HAVE_SYNDROME_CLASS:X_DISABLED, and the disabling spell adds a syndrome with SYN_CLASS:X_DISABLED.  This way the Prepare spell cannot be used if the user is disabled, and thus the actual spell cannot be used either.
Wouldn't that be a self-only spell without a target though? From the testing I tried of the "prepare spell" method they just get used anyway and provide the relevant syndrome regardless if you have IT_CANNOT_HAVE_SYNDROME_CLASS:X_DISABLED - the verbal one might work better tho since removing speech would outright prevent using the interaction to begin with.

Ah right, if you want the unit to be playable you also have to give the prepare interaction a manual target, even though it can only affect the self.  I use it mainly for managing the AI of non-playable creatures.  (For example, I made a necromancer variant that creates exploding zombies, and also has an interaction to prevent them from exploding when they are too close to prevent friendly fire.)

A catch-all "silence" status effect works better for an integrated magic system where most spells are verbal, but doesn't help when creating more specific behavioral effects of monsters.

Hey thanks you all! I ended up using another method entirely after debating the self targeting method for a while. I hadn't thought of using the verbal token before; that's something I'll definitely have to bookmark for later!

Honestly, is there a page on the wiki for modding examples/techniques? I'd love to be able to contribute to an organized base like that somewhere, because googling won't retrieve accurate/ up to date results for inexperienced modders

6
Do you all know if it is possible to create an interaction that disables a creatures use of others? Say, a "spell" that would make it so a creature can't do a material emission.

7
DF Adventure Mode Discussion / Re: Adventure Mode Little Questions Thread
« on: February 23, 2020, 09:53:25 pm »
the wiki still says,

Quote
Regardless of weapon skills, a large copper dagger will always be included in the starting equipment,

but none of my adventurers (all dwarves) since starting 0.47.03 have started with one... i don't remember seeing them available in the starting equipment menu either.  i guess the new menu uses the race raws, and dwarves don't make daggers, so don't get them at startup?  what about kobolds/goblins/etc?

I might change that in the wiki today. You're correct about the raws: the weapons you can choose on embark are controlled by what weapons the civ can produce in their entity raws. This is why humans may start with whips while dwarves cannot.

8
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: February 20, 2020, 04:47:53 am »
What's the best way to encourage an entity member to be a strong fighter (without them being a demon, or messing with permitted caste tags)?  I want to make a civ where the ruler fights back if you try to assassinate them.

Also, does anyone know what RESPONSIBILITY:ATTACK_ENEMIES does or if it works?  I assume it encourages a position to attack enemies, but the wiki has no info.

So you don't want to do the high natural willpower trick in creature raws? That'd be a fairly reliable way.

9
So I wanted to post a finding about the new healing syndromes here, since they seem to be fairly interesting

So, as far as regrowing limbs goes, it doesn't appear to function properly in adventurer. You regrow the limb, then the next time you sleep/wait/travel, you lose the limb again. You can always heal it back given that you still have access to the interaction, but you will lose it again upon [T] traveling or [Z] waiting, it seems.

If anyone else has a solution to this issue that they would like to share, don't hesitate to do so! I'd love to get a more permanent healing effect to the regrowing limbs syndrome.
Is this on the bugtracker?

Just put it up on bugtracker. As I say there, it is probably related to how syndromes function in adventure. You all may have noticed that the "ANIMAL_CURSE" deity interaction that will occasionally occur due to divination is supposed to last an in-game period of one week. The END period is even timed out for an adventure period of seven days.

Since adventure clears all syndromes after traveling or sleeping, it also makes it so that immediately upon doing any of those actions the curse is cleared.

The game seems to be purposefully implementing adventure-based interactions that rely on syndromes taking effect despite traveling/sleeping, but none of the groundwork is there, or its just bugged. I know its been like this for at least a year, so since last version.

10
So I wanted to post a finding about the new healing syndromes here, since they seem to be fairly interesting

So, as far as regrowing limbs goes, it doesn't appear to function properly in adventurer. You regrow the limb, then the next time you sleep/wait/travel, you lose the limb again. You can always heal it back given that you still have access to the interaction, but you will lose it again upon [T] traveling or [Z] waiting, it seems.

If anyone else has a solution to this issue that they would like to share, don't hesitate to do so! I'd love to get a more permanent healing effect to the regrowing limbs syndrome.

11
DF Modding / Re: What's going on in your modding?
« on: February 15, 2020, 09:08:32 pm »
Also, is it possible to make a creature heat resistant through syndrome?

No way that I know of, sadly. Would be handy though. Literally something as basic as making FIREIMMUNE a valid tag for CE_ADD_TAG would be a massive boon to modders.

Right? It'd be really useful. Regardless, thanks for the answer!

12
So the new effects are huge for healing syndromes, but if you're just thinking of slightly beneficial you could try stop bleeding, reduce pain, reduce swelling, or reduce nausea effects? Again nothing huge, but the slight benefit you might be looking for.

13
DF Modding / Re: What's going on in your modding?
« on: February 15, 2020, 06:10:52 pm »
Been sitting on an Earthbound mod for about a year now. Just updated most of the creatures and interactions into .47, y'all know of any way creative work around for armor effects? Other than the normal reaction gas cloud, that is.

Also, is it possible to make a creature heat resistant through syndrome?

14
Just extracted some bogeyman raws, should I go ahead and update them on the wiki?

15
Hello! I have a question about golems. I've been trying to create a mod for personal use for a long time. But nothing clever comes to mind. How do golems work in Masterwork? Can I copy some raw-file, reaction etc for myself, and if so, which ones? If you have any ideas "How to do this" please, answer. Thanks in advance for your reply.

I'm completely unfamiliar with masterwork, does anyone here know? And if they have those in masterwork, you could try copying those raws.

Could you describe the creature you wanted to create?

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