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Messages - dopple

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1
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: November 20, 2011, 08:24:12 pm »
I am pretty new to all this, but maybe it has to do with all the products it has?
Did you make those dandelion weeds and wines and such into actual items and such?

2
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: November 19, 2011, 09:38:23 pm »
So would I be able to make my badger monster able to hit something by increasing this Grasp token?

3
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: November 19, 2011, 08:18:01 pm »
So this would make it very easy for it to grab something?
I am guessing also, that the higher the percentage the higher damage it will do (case of velocity modifier) and accuracy in case of (grasp_strike?

4
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: November 19, 2011, 08:12:40 pm »
Is there a modifier for accuracy or whatnot?

5
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: November 19, 2011, 06:42:37 pm »
[MAXAGE:60:120]
   [ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]
      [ATTACK_SKILL:GRASP_STRIKE]
      [ATTACK_VERB:punch:punches]
      [ATTACK_CONTACT_PERC:100]
      [ATTACK_FLAG_WITH]
      [ATTACK_PRIORITY:MAIN]

I want to say that changing MAXAGE would change how much damage is done. But I think it would also be [ATTACK_CONTACT_PERC]

6
DF Modding / Re: Adventure modding/mode
« on: November 19, 2011, 05:24:56 pm »
Does anyone know what makes a human or what have you able to become spearsmen and what not? I want to say it is the [PERMITTED_JOB] token.

7
DF Modding / Re: Adventure modding/mode
« on: November 19, 2011, 05:19:39 pm »
This is supposed to be kind of a tutorial, sorry!

8
DF Modding / Re: Adventure modding/mode
« on: November 19, 2011, 05:16:13 pm »
Okay, so.
What makes a race playable?
Tokens right?
Things like:
[INTELLIGENT] and [EQUIP] right?
Yes and no.
Spoiler (click to show/hide)

2)
Spoiler (click to show/hide)

3)
Spoiler (click to show/hide)
BIG BIG NOTES HERE! The entity and creature HAS to be something already in the game ie BADGER. Look through to see what you want! Also, if you don't see it check your entity file or if you didn't MAKE A NEW WORLD. Can't stress that enough!

4)
Spoiler (click to show/hide)

5)
Spoiler (click to show/hide)

Here copy and paste this over your badger template.
Spoiler (click to show/hide)
What I changed was giving him some new attacks that latch, giving him a humanoid body mannerisms for those things, and I changed his swim speed to be faster than a bat out of hell. Also, I made them taller than all get out!
edit:I tested and found some stuff wrong, so i changed it. I used a human template, and changed most of it for the badger.
(although I did give him the stranglers 4 armedeness)

Spoiler (click to show/hide)
Spoiler (click to show/hide)

Now that we have our guy all ready to be superhuman lets make him impervious to things like nausea and what not!
Spoiler (click to show/hide)


9
DF Modding / Adventure modding! (with Giant 4-armed Badgers!)
« on: November 19, 2011, 05:09:28 pm »
I have not seen a topic about modding adventure mode much, so here I will try and do some things that will make this much easier.
More in a bit.

10
DF Modding / Re: Creature help
« on: November 18, 2011, 08:50:03 pm »
BLAHBLUHBLURGHABLAUH

11
DF Modding / Re: Creature help
« on: November 18, 2011, 04:47:56 pm »
I did that, now it says a bunch of things under civilizations. Maybe that is it?
They are not playable in adventure mode or creatable in arena mode either.

12
DF Modding / Re: Creature help
« on: November 18, 2011, 07:46:17 am »
I put all that into their files. They are in the creature_standard and entity_default right now, but I will add them to their own later.
Right now, they appear as a red dashed line in dwarf fort and don't appear in adventurer mode. I will try work on this when I come back.

13
DF Modding / Re: Creature help
« on: November 18, 2011, 12:42:32 am »
Didn't get any errors or anything, does that mean I am home free?
Tried adventure mode, and did not see them as a starting class; so that is something to work on...

14
DF Modding / Re: Creature help
« on: November 18, 2011, 12:18:40 am »
Alright, I fixed that!
Now that I have that all saved.
here is the final review of the tribesmen...
Spoiler (click to show/hide)
and his entity
Spoiler (click to show/hide)

Anything I can do to clean it up? Also, how would I make sure that they appear in dwarf fortress? So that I can make sure they work?

15
DF Modding / Re: Creature help
« on: November 17, 2011, 11:51:55 pm »
WHEW!
Here is what I mostly made,
I am taking out the code for them being trainable/pet.
Hopefully this will make them trade, ally themselves.

Spoiler (click to show/hide)
Thank you also, for all the help!
edit:took out construction:bridges/roads for the uneededness.

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