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Messages - Hugo_The_Dwarf

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616
DF Modding / Re: The Spellbook - Community Interaction Repository
« on: August 01, 2014, 08:33:21 pm »
Regular Spells:
Spoiler (click to show/hide)
Magic Missile might as well be "Material Emission" just there are x4 and x8 versions. I made it so it was easy to remember.
Slow might need to effect agility as the new movement stuff (but someone said the zombie slow interactions work so idk)
Berserk I haven't seen anyone get crazed from it yet so not sure if I made it right.
Root is a tad op why it's only 25 ticks, learned that can't just paralyze a certain part, had the spell insta kill smaller things like birds due to suffocation, Root just trips someone up
Silence was for all my mages because their spells had VERBAL so that you could counter the other hostile mages in my mod.

Also my progressive Lvl up system for Fire Mages (I have earth and water mages too)
Spoiler (click to show/hide)

617
DF Modding / Re: The Spellbook - Community Interaction Repository
« on: August 01, 2014, 12:22:34 am »
I have a huge collection somewhere, I could post them if I find them.

618
only way to "target" a certain bodypart is the use of REACTION_CLASS on a material in the part normally only good if you have a really special part like "Flame Sac" so the material making up the flame sac will have reaction_class:sac so can use that. It's a bit more work, but it's all on how you want to use it.

619
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: July 28, 2014, 07:59:42 pm »
Yes, and it's very convoluted. It involves separating a limb from a creature, animating (ANIMATE interaction) the limb and transforming it into an intermediate creature, killing that intermediate creature then resurrecting (RESURRECT interaction) it and transforming it again.

Ha! That's the level of madness I expected. Who needs all those vexing fingers anyway. Although... how would I sever the limb in question?

I guess animating the limb before severing it is of no use since it's not a thing of its own then yet. Oh well, off to the test chamber...

You can skip the animation part. Just make a resurrect interaction that doesn't have IS_FIT_FOR_RESURRECTION it will find any servered part and resurrect it, so slap the transform on it too and blam-o. no need for extra animation.

620
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: July 23, 2014, 09:58:18 pm »
yup, I think they all default to 1000? and you will notice that elves have agility boosts and dwarves get a strength boost.

621
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: July 23, 2014, 09:50:30 pm »
since they capped at 1600, you made the max 5000 and the weakest 1250. So the game looks at them and says "they are very weak for a dwarf" even tho they are very strong for a kobold [/joke]

but the next child born will be able to reach higher str limits.

622
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: July 23, 2014, 09:34:20 pm »
it doesn't happen realtime, when you change those only "new" units made (migrants(maybe) and births) you can regen a world with your changes and you will see it instantly

623
I'm not sure this will work, but I don't want to discourage the act of trying for SCIENCE. Personally I think a reaction looks for all the materials at once, not a reagent by reagent.

like:
use Reaction
Reaction checks for all reagents at once
missing one
can't do it

which the way of a reagent calling for another reagent (Reagent B is Reagent A)
But if reactions started based on first reagent then moved on I'm sure it would work.

Use Reaction
Reaction checks for Reagent A
finds A
Reaction checks for Reagent B (B is whatever A is)
looks for more A (which is for B)

But im sure it works the way of my first example so
Code: [Select]
[REACTION:COMBINE_DRINK]
   [NAME:marry barrels]
   [BUILDING:STILL:CUSTOM_M]
   [REAGENT:A:1:DRINK:NONE:NONE:NONE]
   [REAGENT:CONTAINER_A:1:NONE:NONE:NONE:NONE]
      [CONTAINS:A]
      [PRESERVE_REAGENT]
      [DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
   [REAGENT:B:1:DRINK:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
   [REAGENT:CONTAINER_B:1:NONE:NONE:NONE:NONE]
      [CONTAINS:B]
      [PRESERVE_REAGENT]
      [DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
   [REAGENT:CONTAINER_C:1:NONE:NONE:NONE:NONE]
      [EMPTY]
      [FOOD_STORAGE_CONTAINER] barrel or any non-absorbing tool with FOOD_STORAGE
      [PRESERVE_REAGENT]
   [PRODUCT:100:2:DRINK:NONE:NONE:NONE]
      [PRODUCT_TO_CONTAINER:CONTAINER_C]
      [PRODUCT_DIMENSION:150]
   [SKILL:BREWING]
   [AUTOMATIC]

Basically (with my thinking) it's looking for
A = Drink

B = null

C = barrel

Product = 2 DRINK(no material defined, so generic drink) in C

624
DF Modding / Re: Question about ORIENTATION tag
« on: July 23, 2014, 03:01:52 pm »
I might be able to do some testing with this, will help if just setting marriage or relationship interest to 100/0 respectively make it so I don't need to add interactions to give sterile in game to prevent in fort population bursts. But does it effect world gen? and migrants that may be married already?

Might be interesting for making personalized castes (for various mental disorders Sociopath and antisocial, etc. So can mix and match personality traits with maybe loving but never setting down)

625
DF Modding / Re: Question about ORIENTATION tag
« on: July 23, 2014, 11:51:35 am »
in DF love interest is needed before they get married.

no love interest (the lacking middle number) no way to form commitment

626
DF Modding / Re: Question about ORIENTATION tag
« on: July 23, 2014, 11:29:15 am »
MALE/FEMALE:disinterested chance:lover-possible chance:commitment-possible chance

need the middle value too so you want:

   [CASTE:FEMALE]
      [ORIENTATION:MALE:0:50:100]
      [ORIENTATION:FEMALE:100:0:0]
   [CASTE:MALE]
      [ORIENTATION:MALE:100:0:0]
      [ORIENTATION:FEMALE:0:50:100]

can't get married if you don't fall in love

627
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: July 23, 2014, 09:24:20 am »
Actually if you make them a part of an entity you don't need to worry about the animal population tags, can just forget those they are only for 'WILD' spawning entities override that and force place them in civs. Unless you want non added animalmen not to show up at all (aka no wild animal men just the ones that make civs) then that works

And for more completeness you can make entities comprised of animal men of the biomes if that makes sense, so temperate animal men will spawn towns in temperate biomes

628
DF Modding / Re: Having trouble with a reaction
« on: July 23, 2014, 09:17:23 am »
FLOUR should be using [MATERIAL_REACTION_PRODUCT:BREAD_MAT:LOCAL_PLANT_MAT:BREAD]

if you want to use the GET_MATERIAL_FROM_REAGENT

so

Code: (plant) [Select]
[USE_MATERIAL_TEMPLATE:MILL:PLANT_POWDER_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:dwarven wheat flour]
      [STATE_COLOR:ALL_SOLID:WHITE]
      [DISPLAY_COLOR:7:0:1]
      [MATERIAL_VALUE:20]
      [EDIBLE_VERMIN][MATERIAL_REACTION_PRODUCT:BREAD_MAT:LOCAL_PLANT_MAT:BREAD]
      [PREFIX:NONE]
   [MILL:LOCAL_PLANT_MAT:MILL]
Code: (reaction) [Select]
[REACTION:BREAD]
   [NAME:bake bread]
   [BUILDING:SMELTER:CUSTOM_B]   
   [REAGENT:FLOUR:1:NONE:NONE:NONE:NONE][HAS_MATERIAL_REACTION_PRODUCT:BREAD_MAT]
   [REAGENT:SUGAR:1:NONE:NONE:NONE:NONE][REACTION_CLASS:SUGAR]
   [REAGENT:ALCOHOL:1:DRINK:NONE:NONE:NONE]
   [PRODUCT:100:3:BREAD:NONE:GET_MATERIAL_FROM_REAGENT:FLOUR:BREAD_MAT]
[FUEL]
[SKILL:COOK/COOKING]

Also sugar and flour is "bagged" so don't forget to add reagents for the containers else you will find that the reaction will never find it, and another issue is if the bags are put in barrels they won't be found because you can't dig that deep. Idk if Toady fixed that or not I think he knows about it as I think I saw that issue on the bug tracker.

EDIT:
and you need the container of the booze too, as it's in a barrel. I'm not home so I can't give an example.

EDIT2: updated reaction example
Code: [Select]
[REACTION:BREAD]
    [NAME:bake bread]
    [BUILDING:SMELTER:CUSTOM_B]   
    [REAGENT:FLOUR:1:NONE:NONE:NONE:NONE][HAS_MATERIAL_REACTION_PRODUCT:BREAD_MAT]
[REAGENT:FLOUR_CONTAINER:1:NONE:NONE:NONE:NONE]
[CONTAINS:FLOUR]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
    [REAGENT:SUGAR:1:NONE:NONE:NONE:NONE][REACTION_CLASS:SUGAR]
[REAGENT:SUGAR_CONTAINER:1:NONE:NONE:NONE:NONE]
[CONTAINS:SUGAR]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
    [REAGENT:ALCOHOL:1:DRINK:NONE:NONE:NONE]
[REAGENT:ALCOHOL_CONTAINER:1:NONE:NONE:NONE:NONE]
[CONTAINS:ALCOHOL]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
    [PRODUCT:100:3:BREAD:NONE:GET_MATERIAL_FROM_REAGENT:FLOUR:BREAD_MAT]
[FUEL]
[SKILL:COOK]

629
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: July 22, 2014, 12:57:06 pm »
are you defining materials tissue, body then the layers?

BODY_DETAIL_PLAN:STANDARD_MATERIALS
BODY_DETAIL_PLAN:STANDARD_TISSUES
BODY:HUMANOID_LEGLESS_NONECK_NOHEAD:3HEADNECKS
BODY_DETAIL_PLAN:VERTEBREA_TISSUE_LAYERS:SKIN:FAT:MUSCLE:CARTILGE:BONE

yes I know I have spelling errors im just asking if this is what your flow looks like. I'm thinking you have:

Code: [Select]
BODY_DETAIL_PLAN:STANDARD_MATERIALS
BODY_DETAIL_PLAN:STANDARD_TISSUES
BODY:HUMANOID_LEGLESS_NONECK_NOHEAD
BODY_DETAIL_PLAN:VERTEBREA_TISSUE_LAYERS:SKIN:FAT:MUSCLE:CARTILGE:BONE

CASTE:MALE_3_HEADS
BODY:3HEADNECKS

since the new "heads" are being added after the layers, they are not layered. so just move the
BODY_DETAIL_PLAN:VERTEBREA_TISSUE_LAYERS:SKIN:FAT:MUSCLE:CARTILGE:BONE
in the
SELECT_CASTE:ALL

630
DF Modding / Re: [New at modding DF] Creature Materials and Tissues
« on: July 22, 2014, 12:48:39 pm »
if you really want to delve into what makes a better material you can do it as easy as:
[SELECT_MATERIAL:BONE]
add any changes that you see in material defintions, rename it if you want or change the SHEAR/FRACTURE yields to make it stronger.

so you could make your creature like every other, then at the end select the ones you want to be better "Fire resistant scales and bone, but the bone is sharper" etc etc. you won't have to customly define tissues unless you are making a completely new one like a metal layer that doesn't bleed or feel pain but scars (this is an instance where vanilla tissues won't fit)
[TISSUE:METAL]
[TISSUE_NAME:iron plate:iron plating]
[TISSUE_MATERIAL:INORGANIC:IRON]
[HEALING_RATE:500]
[SCARS] -- when heals will show scars
[TISSUE_SHAPE:LAYER]
---I'd leave STRUCTURAL out for personal pref because this is not the tissue that is the root "like bone" as the behavior of that tag determines if the part is rendered useless when "broken"

i'd then layer this over the parts I wish manually or make my own BDP to do it faster instead of all the [TISSUE_LAYER:BY_CATEGORY:UPPER_ARM:METAL] but for all the categories I'd have an entry for each one, which can bloat the creature file making it a bit harder to edit, unless you prefer that. BDPs are helpful if you need to use it many times (like more armored creatures, easier to copy and paste one line then 18 and changing them if it has more limbs or differently named limbs.)

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