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Messages - lanp

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31
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: January 12, 2014, 03:54:46 pm »
I'm trying to create a creature that has a humanoid like body without a head. I'd like the mouth and eye to be attached to the upper body of it. I have it mostly working besides the fact that I can't get it to use the BITE attack. I'll try and include all of the relevant stuff. Maybe I'm missing something very obvious that someone can point out for me.

body_titan.txt:
Spoiler (click to show/hide)

For some reason the formatting is terrible for the body. I don't think that's where the problem lies anyway.

creature_titan.txt
Spoiler (click to show/hide)

If I enter the object testing arena I get this in the errorlog.txt file:
Code: [Select]
*** Error(s) found in the file "raw/objects/creature_titan.txt"
TITAN:Body Token Recognized But Could Not Connect: BODY_FANGS
TITAN:ONE:Attack BITE seems to have correct format but could not find proper BPs in any caste, so not added
TITAN:TWO:Attack BITE seems to have correct format but could not find proper BPs in any caste, so not added

Thanks for any tips.

32
DF Modding / Re: how to change starting weapons
« on: April 10, 2012, 05:06:12 pm »
You could create a new reactions file and then just add reactions that give you free socks and adamantine swords.

http://dwarffortresswiki.org/index.php/Reactions

33
DF Modding / Re: More adventure characters?
« on: March 23, 2012, 02:45:22 pm »
In which folder do you put the file because I think that's where I made the mistake.

Any of the creature_x.txt or entity_x.txt files should be placed in /raw/objects.

34
DF Modding / Re: Adventure mode creatures?
« on: March 13, 2012, 07:24:49 pm »
You should just be able to create a new file called entity_bronzecolossus.txt and be able to play as a bronze colossus in adventure mode then. This should work.

Spoiler (click to show/hide)

35
I made a new creature and made the tile the same as the one for the bronze colossus because I like it so much. Only annoying part is that it flashes to blue/grey every second or so. Can this be disabled somehow? Also, if it can be disabled could I somehow change the color of the tile without editing the actual .png to stay that grey color at all times?

Here is the image in case you aren't sure what I am talking about.

36
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: March 08, 2012, 02:04:49 pm »
Can anyone tell me why this doesn't counter a mummy's curse of missing most of the time?

interation_standard.txt
Spoiler (click to show/hide)

creature_standard.txt
Spoiler (click to show/hide)

I can't find the mummy curse interaction anywhere to just make something immune to it there. If anyone knows where that is it would be even more helpful. Thanks in advance.
It's generated in the world, but an example of it's in interaction_disturbance.txt in the interaction examples folder.

As to why it might not work, some tags when added to a creature, can't be gotten rid of.  I've tried to make animated corpses vulnerable to syndromes, and they ignore it, I've also tried to get syndromes to end early with no success.

I noticed the mummy reaction example but just assumed it wasn't the actual one used in the game because it said example. If it's made during the world gen I guess it probably isn't possible to do anything about it. I suppose I'll just have to send in some companions as curse sponges. Thanks for the reply though.

37
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: March 08, 2012, 01:09:13 pm »
Can anyone tell me why this doesn't counter a mummy's curse of missing most of the time?

interation_standard.txt
Spoiler (click to show/hide)

creature_standard.txt
Spoiler (click to show/hide)

I can't find the mummy curse interaction anywhere to just make something immune to it there. If anyone knows where that is it would be even more helpful. Thanks in advance.

38
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: March 06, 2012, 10:16:55 pm »
Another question. Is there any way to make a certain creature immune to curses from mummies?

39
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: February 28, 2012, 04:11:11 pm »
Just a quick question. When making custom metals is there some limit to the values listed below? I know some things (like temperature) get kind of weird if you go above certain values.

[SOLID_DENSITY]
[*_Fracture]
[*_YIELD]
[MAX_EDGE]

40
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: February 25, 2012, 07:41:23 pm »
You need to attach that syndrome to the material you are exhaling- remember to make yourself immune (or not, if you like dying.)

I added a new material (copied from CREATURE_EXTRACT_TEMPLATE) that should boil the moment it hits air. I also added the syndromes to it.

Spoiler (click to show/hide)

And then this is the attack for the creature:

Spoiler (click to show/hide)

Still nothing happens when I perform the attack. I feel like I'm missing something very obvious. This would be way easier if I had some base to work from.

Edit: Okay, I applied some changes and the creature now uses the attack and something comes out. Sadly it seems to be magma vapor. Is there any reason why? This causes any fleshy enemies to get partially melted and they seem to die from that and not the syndromes. I just want it to be a gas that is a low temperature so it doesn't cause damage itself.

I figured it would be okay to bump this because I didn't get a reply and it's already two pages back.

I edited some more stuff copying the posts just after mine to see if I could at least get something working. I breathe something but it instantly turns into either a magma vapor or just flat out burns/melts everything to death. It also never seems to cause any syndromes. I can't for the life of me figure out why this happens though. Here is what I have set up now. If anyone can help me out I would really appreciate it.

Spoiler (click to show/hide)

Spoiler (click to show/hide)

I just want to have an attack that breathes some kind of gas that on contact and/or (preferably and) inhalation will cause whatever syndromes I add.

41
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: February 24, 2012, 11:19:50 pm »
You need to attach that syndrome to the material you are exhaling- remember to make yourself immune (or not, if you like dying.)

I added a new material (copied from CREATURE_EXTRACT_TEMPLATE) that should boil the moment it hits air. I also added the syndromes to it.

Spoiler (click to show/hide)

And then this is the attack for the creature:

Spoiler (click to show/hide)

Still nothing happens when I perform the attack. I feel like I'm missing something very obvious. This would be way easier if I had some base to work from.

Edit: Okay, I applied some changes and the creature now uses the attack and something comes out. Sadly it seems to be magma vapor. Is there any reason why? This causes any fleshy enemies to get partially melted and they seem to die from that and not the syndromes. I just want it to be a gas that is a low temperature so it doesn't cause damage itself.

42
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: February 24, 2012, 10:37:56 pm »
I want to breathe a vapor that when breathed in (I would also like it if it worked on contact with skin as well) causes syndromes. I started this but nothing seems to happen when I actually use it. I have a feeling I am just using the wrong material. Is this even possible?

Spoiler (click to show/hide)

Thanks again for any help.

43
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: February 24, 2012, 07:08:57 pm »
I feel sort of silly now. Thanks for the info though. Highly appreciated.

Would I be correct in assuming that if I add a few other breathe attacks I would be able to select which ones to use?

44
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: February 24, 2012, 06:54:11 pm »
So I'm trying to make a custom character in adventure mode that can right off the bat breathe dragonfire. I tried adding the lines from the entry for a dragon but it only breathes fire in arena mode when I am not in control of it. If I assume control and press [A] to attack something I have no option anywhere to breathe fire. Is it still not possible to do this or will I have to somehow make something that can be consumed to create a syndrome for dragonfire breathe? Here's what I have so far in case anyone can point me in the right direction.

creature_standard.txt
Spoiler (click to show/hide)

45
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: July 11, 2010, 12:22:45 am »
I'm looking to create a new body part but can't quite get it right. One easy way around having to create this new body part would be if I could somehow disable a creature from using wrestling. It constantly tries to just grab at bronze colossi which does nothing.

Basically I'd just like to replace hands and fingers with giant block like appendages. Kind of like in this picture:

Spoiler (click to show/hide)

If anyone knows how to disable wrestling or how to create that body part so my creature will stop grabbing things it can't strangle I'd be really grateful.

Thanks in advance.

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