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Messages - lanp

Pages: [1] 2 3 4
1
DF Modding / Re: [MODDING] 0.42.x QUESTIONS THREAD
« on: January 24, 2016, 11:26:37 am »
I have a creature that uses a reaction to transform into a copy of itself for a few turns before going back to the original form. This is so that it can regenerate whole limbs. This works as intended except that now, as opposed to previous versions where it didn't, the cooldown for this reaction is reset as soon as it changes back. This basically leads to the creature infinitely transforming. Is there any way around this or is it the new intended behavior of reactions?

Here are the relevant raws:

interaction_regenerator.txt
Spoiler (click to show/hide)

creature_regenerator.txt
Spoiler (click to show/hide)

2
DF Modding / Re: Making a creature capable of regenerating any wounds
« on: January 11, 2016, 06:50:05 pm »
Creatures
Spoiler (click to show/hide)

Interaction
Spoiler (click to show/hide)

Feel free to point out any weirdness in the creature raws if you happen to find anything.

[LIKES_FIGHTING] is deprecated. I think that's now handled by personality. http://dwarffortresswiki.org/index.php/DF2014:Creature_token#LIKES_FIGHTING
[BONECARN] implies [CARNIVORE]. Not sure how those work with [NO_EAT] though. I think that makes it less likely they will survive worldgen. At least in previous versions.
If I had to nitpick I'd just say to try and organize the different tags for your own reference.

I was just thinking that unless you set its body in a particular way it will likely die from decapitation or severing the lower body from the upper body. Check my body_regenerator.txt file to see how to avoid this.

That's all I can really tell from a glance. I was never especially good at reading raws. It's easiest to tell what's wrong if it gives you anything in the error log.

3
DF Modding / Re: The Solari Race: WIP, but still playable!
« on: January 10, 2016, 07:51:03 pm »
You might want to check the errorlog before releasing a mod as there are some strings that are unnecessary/dont work.
That being said i didnt try the mod out yet (will do later) but from a quick glance i can say that i like the idea of it
i hate to say it, but i do knot (see what i did there? puns... great) know how to check the errorlog it seems i also have to update one thing aswell

The error log is in the root of the Dwarf Fortress folder in a text file named errorlog.txt.

If I could make a suggestion it would be to make your creature modular. Make it so that it has its own raw files instead of making the user copy and paste things into existing files. This will make it so that it plays nice with everyone else's mods in addition to being easier to troubleshoot, install and remove.

4
DF Modding / Re: Making a creature capable of regenerating any wounds
« on: January 10, 2016, 04:43:29 pm »
I didn't want the cooldown to be reset on transforming. This didn't happen in the prior versions of the game. I just started to update this to work with the newest version so I suppose I have to figure that out now too. I did want the creature to be immortal so I suppose it's working, just not as elegantly as I wanted.

If they collide with an obstacle they probably don't have enough mass in the transformation state. Someone who knows more than me would need to chime in about this and the magma though.Posting your raws would make it easier to see what's going on though.

5
DF Modding / Re: Making a creature capable of regenerating any wounds
« on: January 10, 2016, 12:24:44 pm »
I made a creature that does what you're looking to do. Feel free to copy or change whatever you want from it to fit your needs.

The basic concept is that it transforms into a copy of itself using a reaction before changing back to the 'original' version of itself. This is the best way I'm aware of to achieve regeneration on the level of healing lost limbs and such.

https://www.dropbox.com/s/5uv6lbl1oucjq1h/Regenerator.0.42.zip?dl=0

6
DF Modding / Re: The Bestiary, a repository of user created creatures
« on: January 11, 2015, 11:26:27 am »
I don't think this counts as necroposting considering it's to add content.

Anyway, here's a creature I made mostly for Adventure mode. I was inspired by the Regenerador from Resident Evil 4 and some of the concept art from the game Prototype. It's a nearly immortal humanoid with a giant blade for an arm. As far as I know the only ways to kill it are the hard coded ones like being encased in ice, atom smashing, falling from a great height and being blow apart, etc... The error log is clean.

https://www.dropbox.com/s/90gb145lozqslw8/Regenerator.0.40.xx.zip?dl=0 (21.5KB)
MD5: afddd2fd47575cda612e8a3713f9c954

7
DF Modding / Re: Invincible adventurer creature?
« on: August 23, 2014, 02:22:05 pm »
I have an invincible creature that's pretty fun to mess around with in adventure mode. It'll survive magma baths, decapitations and bisections. It can regenerate from any injury and has a giant sword for an arm that is pretty good at dismembering elves and such. I think just about the only ways to kill it are to encase it in ice, throw it down a chasm, or atom smashing. Feel free to use it.

https://db.tt/79c87KGG

8
updated the Dwarf therapist to v23.2 latest compile, and added Ironhand tileset and a large set of embark profiles.

What other tilesets do people enjoy?

I am huge fan of Taffer's tileset myself.

http://www.bay12forums.com/smf/index.php?topic=107924.0

9
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: July 09, 2014, 06:34:22 pm »
Now if only I could get it to bleed but not die from blood loss it would be complete...

Make a fake blood tissue layer and remove the [BLOOD] tag from it. you will get weird combat messages but it will bleed and not die.

Code: [Select]
[TISSUE:BLOOD]
[TISSUE_NAME:blood:NP]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:BLOOD]
[TISSUE_MAT_STATE:LIQUID]
[RELATIVE_THICKNESS:1]
[CONNECTS]
[HEALING_RATE:1]
[TISSUE_SHAPE:LAYER]

[TISSUE_LAYER_UNDER:BY_CATEGORY:ALL:BLOOD] -- this should place the blood under the topmost layer if you use it after the BDP that layers your creature.

I think you suggested this idea to me once before. I find that the combat logs really break my immersion when I do this.

Maybe Toady will be extra kind and in the next update we'll get a [NOBLOODLOSS] token.

10
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: July 09, 2014, 04:36:14 pm »
Spoiler (click to show/hide)

Ok, so what I got out of that is that PREVENTS_PARENT_COLLAPSE when applied to every body part of a creature makes it utterly immune to pulping. If there's a part that isn't immune to pulping, that part can eventually get pulped. Cool.

I tried removing the tag from every part but the chest, torso, and core and it could still die from pulping. I didn't test exactly how many parts need to have the tag before it is still immortal. I'm thinking that the chest, head, torso, upper arms and upper legs need to have it. Basically every single part that is attached to the part that has the [UPPERBODY] token. I'm still too lazy to test it further because I'm totally satisfied with how it's working right now.

Now if only I could get it to bleed but not die from blood loss it would be complete...

11
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: July 09, 2014, 08:05:11 am »
I would be surprised if DF used long ints. I thought every variable was 32 bit integer?
IIRC temperature has a maximum value of 65,000 whatever that an unsigned long int would have (from absolute zero to dragonfire at around 50,000 urists, plus a little head room).

But if lower numbers of healing are faster, it's a moot point for these purposes. 

Did you actually test it though? A body made out of adamantine or whatever = not gonna get pulped in one hit probably, which then gives it time to heal before the next hit. It doesn't have to LITERALLY be 100% invulnerable in order to be for all intents of practical purposes invulnerable in-game.

Whether I have the material for the part with the [UPPERBODY] as adamantine or the material I made that is stronger than adamantine it ultimately gets pulped. This is even with the healing rate set to 1. A strong enough attack will just pulp it. I'm beginning to think that immortality isn't possible anymore or will require some very clever token abuse. I suppose I'll wait and see what mods the community comes up with.

I dug through the string dump list that Xangi was kind enough to provide us with earlier and found this tag [PREVENTS_PARENT_COLLAPSE]. I applied it to just the 'core' body part but that did nothing. Then I applied it to the core and the upper body and it still did nothing. Then I got really frustrated and applied it to every single body part. I think it worked. I have two of these (hopefully)unkillable creatures going at it in the arena for the last five minutes straight and neither has been able to kill the other yet. Usually one of them is dead within a few seconds. I'm going to test it a bit more to see how it works exactly but I think this may be a tag to prevent pulping.

Edit: Just had this creature up against Putnam's God of Destruction from his DBZ mod and it comes out on top every time. I can't seem to get a long test with two of them fighting for more than a few minutes without the game crashing. Could be the result of a flood of hacked off and regenerated body parts all over the place.

Here is a link to the creature in case anyone feels like messing with it.
https://dl.dropboxusercontent.com/u/33114737/Regenerator_DF2014.zip

Edit: Link to a slightly cleaned up but mostly the same version.
https://dl.dropboxusercontent.com/u/33114737/regenerator.0.40.01.zip

12
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: July 08, 2014, 04:45:52 pm »
I would be surprised if DF used long ints. I thought every variable was 32 bit integer?
IIRC temperature has a maximum value of 65,000 whatever that an unsigned long int would have (from absolute zero to dragonfire at around 50,000 urists, plus a little head room).

But if lower numbers of healing are faster, it's a moot point for these purposes. 

Did you actually test it though? A body made out of adamantine or whatever = not gonna get pulped in one hit probably, which then gives it time to heal before the next hit. It doesn't have to LITERALLY be 100% invulnerable in order to be for all intents of practical purposes invulnerable in-game.

Whether I have the material for the part with the [UPPERBODY] as adamantine or the material I made that is stronger than adamantine it ultimately gets pulped. This is even with the healing rate set to 1. A strong enough attack will just pulp it. I'm beginning to think that immortality isn't possible anymore or will require some very clever token abuse. I suppose I'll wait and see what mods the community comes up with.

13
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: July 08, 2014, 04:26:00 pm »
Try adding this for tissues on the creature:
[TL_HEALING_RATE:____]  where you fill in the blank with the largest number you can without the game crashing or without it seeming to wrap around back to zero or whatever in testing. I'd suggest starting with 32,765 (just shy of a long integer's max positive range).

According to the wiki lower numbers for that token result in faster healing times. Even if it is set to 1 any heavy damage sustained by the body part with the [UPPERBODY] token ultimately leads to pulping. Too bad Toady didn't add a [NOPULPING] token somewhere for this.

14
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: July 08, 2014, 03:53:54 pm »
The only thing that I can think of that may or may not work is making its flesh metal or stone.

That doesn't seem to work either.

For now I added a small amount of extra durability by making a new body part with the [UPPERBODY] tag that also has the [SMALL] and [INTERNAL] tags. Still, if it gets hit in the chest hard enough that organ will break all the same and it dies. Don't suppose anyone else has a better idea?

Spoiler (click to show/hide)

15
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: July 08, 2014, 10:53:05 am »
Can anyone think of a way to make a creature immortal now? Since pulping was added a swift punch or kick to what was once an immortal creature's chest results in instant death. And jumping into magma or setting the arena temperature to dragonfire seems to melt the creature even though its materials have the following tags. Setting it to absolute zero will also freeze it to death.

[MELTING_POINT:NONE]
[BOILING_POINT:NONE]
[COLDDAM_POINT:NONE]
[IGNITE_POINT:NONE]

Did you select all the tissues beforehand? An alternative would be FIXED_TEMP that makes the creature unable to receive any temperature changes.

Those were in the material_template_*.txt file for just the bones of the creature. The rest of it is standard fat/skin/muscle/etc. I added this to the creature raws and it seems to be able to survive both dragonfire and absolute zero in the arena now.

[SELECT_TISSUE_LAYER:ALL]
[FIXED_TEMP:10067]

Does anyone have any ideas for how to work around the pulping issue? I'd rather it be as immortal as possible. Nearly anything from Putnam's DBZ mod manages to OHKO it if it lands a hit on the UPPERBODY body part.

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