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Messages - Rumrusher

Pages: 1 ... 409 410 [411]
6151
DF Modding / Re: Spellcraft Is Reborn! (v0.7)
« on: December 12, 2009, 01:11:51 pm »
yes! zombify zombie mod!
dreams do come true!

oh I wonder can one cave in a fort fill it with revives/zombie rune and abandon would the runes still work if one try to go back as a reclaim or( 5 hours of tweak tile modding) as a adventurer.  oh mostly I can't seem to get this to work I have the magma smelter yet no runes? do I have to stick the contents into the reaction text?

6152
DF Modding / Re: Spellcraft Is Reborn! (v0.5)
« on: December 05, 2009, 12:07:49 pm »
wait what type of statue and what kinds of non encrusted items can we add to the spell.txt  what would sure work?

6153
DF Modding / Re: Spellcraft Is Reborn! (v0.5)
« on: December 05, 2009, 10:38:55 am »
wait would this mean one could add a ruin to an arrow that would light some one on fire?

6154
DF Modding / Re: Spellcraft Is Reborn! (v0.5)
« on: December 05, 2009, 08:30:53 am »
so it has to be encrusted, darn I thought having the spells you wanted all be the same type of metal/rock would activate it.

dang so starting in adventure mode(first) won't grant you these items then.
oh well I'll just wait till we end up with runeless spells and spells that would cause anyone to join you (followers).

so I can't build a wall that is enchanted?

6155
DF Modding / Re: Spellcraft Is Reborn! (v0.5)
« on: December 05, 2009, 03:21:34 am »
would it work if I made a dwarf have an    [ITEMCORPSE:STATUE:NO_SUBTYPE:METAL:BRONZE]
   [ITEMCORPSE_QUALITY:5]

and place Bronze in the zombie spell section would that cause him or her to drop this item and come back as the living undead
or could I just have them drop STATUE:NO_SUBTYPE:ROCK:SPELL_5 instead?

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