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Messages - MrDim

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31
DF Modding / Re: Understanding the Objects folder
« on: April 28, 2012, 11:19:53 am »
[BP:REYE:right eye:STP]

Body Part

The part's internal "hook" name is "REYE"

The body's gloss text is "right eye"

If multiple ones exist, normal spelling rules apply to it's plural name (in this case, "right eyes")

Does REYE have some pre-defined significance? Like a command recognized by the game as to where to place the item?
Whats STP, Stop? Or end?

32
DF Modding / Re: Specific Questions Thread
« on: April 28, 2012, 10:47:50 am »
3. I can't find more information on this. http://dwarffortresswiki.org/index.php/DF2012:Weapon_token here.
That's all the information we really have on it. We're not really sure on how the weapon physics work, exactly; extensive testing has been done, but it's been mostly inconclusive.

Quote
4. Would you crash the game by adding multiple tags on one item to make it unique? And add the same to the limb?
It simply wouldn't work. The body part that a piece of clothing or armor is worn on is based on the item type, not any token the item has. That is, items of the ITEM_SHOES type are worn on STANCE body parts. No item can have more than one item type; it'll just use the last one you define it as, and might cause mass duplicate-raw bugs because the game would think you've defined multiple items with the same IDName.

You can add multiple body part tokens to one body part, but any appropriate piece of clothing or armor will be worn on it then. For instance, I was trying to simplify body plans a couple months ago, and combined the UPPERBODY and LOWERBODY of humanoids into one part. My dwarves could wear breastplates or greaves on their body, but since both of those pieces are SHAPED and you can use only one SHAPED armor piece per body part, breastplates and greaves were mutually exclusive for them.

Oh, so there are hardcoded stances then?

33
DF Modding / Re: Sweat Failure
« on: April 28, 2012, 10:43:06 am »
No, I mean like secretions.
Erm, for the "stuff coming out when hit," do you mean blood?

This game has secretions?
Yeah, but when the robotmen got hit it was gas.

34
DF Modding / Re: Sweat Failure
« on: April 28, 2012, 10:33:25 am »
I'm trying to create a massive mechanical monstrosity that sweats...sweat. Here's the raws:

Code: [Select]
[CREATURE:HULK_SWEAT]
[DESCRIPTION:A massive machine made of copper and filled with sweat, which it constantly secretes. It can level armies from exhaustion. It is said tha drinking its sweat can lead to death or power, but defnately nausea.]
[NAME:sweat hulk:sweat hulks:sweat hulk]
[CASTE_NAME:sweat hulk:sweat hulks:sweat hulk]
[CREATURE_TILE:'H'][COLOR:6:3:0]
[MEGABEAST][DIFFICULTY:16]
[ATTACK_TRIGGER:25:8000:80000]
[SPHERE:METALS]
[SPHERE:MURDER]
[SPHERE:SACRIFICE]
[SPHERE:STRENGTH]
[SPHERE:WAR]
[LARGE_ROAMING]
[SPEED:1500]
[NOPAIN][EXTRAVISION][NOBREATHE][NOSTUN][NONAUSEA][NOEMOTION]
[NOTHOUGHT][NOEXERT]
[NO_DIZZINESS]
[NO_FEVERS]
[BUILDINGDESTROYER:2]
[LARGE_PREDATOR]
[NO_DRINK][NO_EAT][NO_SLEEP]
[NOT_LIVING]
[CANOPENDOORS]
[NOT_BUTCHERABLE]
[NOFEAR]
[PREFSTRING:exhaustion-inducing antics]
[NOBONES]
[BODY:HUMANOID_SIMPLE]
[NO_THOUGHT_CENTER_FOR_MOVEMENT]
[USE_MATERIAL_TEMPLATE:SWEAT:BLOOD_TEMPLATE]
[STATE_NAME:ALL_SOLID:frozen tainted sweat]
[STATE_NAME_ADJ:ALL_SOLID:frozen tainted sweat]
[STATE_NAME:LIQUID:tainted sweat]
[STATE_NAME_ADJ:LIQUID:tainted sweat]
[STATE_NAME:GAS:boiling tainted sweat]
[STATE_NAME_ADJ:GAS:boiling tainted sweat]
[PREFIX:NONE]
[SYNDROME]
[SYN_NAME:sweat taint]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_CONTACT]
[CE_IMPAIR_FUNCTION:SEV:10:PROB:100:RESISTABLE:MUSCULAR_ONLY:START:0:PEAK:25:END:1000]
[CE_DIZZINESS:SEV:25:PROB:75:RESISTABLE:SIZE_DILUTES:START:0:PEAK:100:END:500]
[CE_DROWSINESS:SEV:5:PROB:100:START:0:PEAK:10:END:100]
[CE_DROWSINESS:SEV:50:PROB:40:START:5:PEAK:20:END:1000]
[CE_DROWSINESS:SEV:150:PROB:15:START:15:PEAK:50]
[CE_UNCONSCIOUSNESS:SEV:100:PROB:5:START:25:END:150]
[CE_ADD_TAG:CRAZED:NOEMOTION:NOFEAR:NOPAIN:NOSTUN:TRANCES:SUPERNATURAL:UTTERANCES:START:5:END:40]
[CE_DISPLAY_NAME:NAME:sweat-tainted:sweat-tainted:sweat-tainted:START:10:END:50]
[DE_ADD_TAG:NOSTUN:START:40]
[SYNDROME]
[SYN_NAME:cuprous-sweat]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_INGESTED]
[CE_PARALYSIS:SEV:10:PROB:40:SIZE_DILUTES:START:0:PEAK:2:END:10]
[CE_NUMBNESS:SEV:100:PROB:75:START:5:PEAK:15:END:100]
[CE_NAUSEA:SEV:50:PROB:100:SIZE_DILUTES:START:0:PEAK:10:END:50]
[CE_UNCONSCIOUSNESS:SEV:100:PROB:80:RESISTABLE:START:10:END:100]
[CE_IMPAIR_FUNCTION:SEV:150:PROB:45:RESISTABLE:MUSCULAR_ONLY:START:5:PEAK:10:END:100]
[CE_UNCONSCIOUSNESS:SEV:75:PROB:65:RESISTABLE:START:15:PEAK:50:END:150]
[CE_ADD_TAG:OPPOSED_TO_LIFE:PROB:25:START:100]
[CE_ADD_TAG:NOT_LIVING:NO_EAT:NO_DRINK:PROB:75:START:100]
[CE_ADD_TAG:NO_FEVERS:NONAUSEA:NO_PHYS_ATT_RUST:NO_THOUGHT_CENTER_FOR_MOVEMENT:PROB:60:START:75]
CE_BODY_TRANSFORMATION:PROB:50:START:200:END:10000
CE:CREATURE:ELEMENTMAN_IRON:NONE What's a good, sweaty creature? Actually, maybe I should add copper and silver men...
[TISSUE:VERDIGIRIS]
[TISSUE_NAME:verdigris:NP]
[TISSUE_MATERIAL:INORGANIC:MALACHITE]
[RELATIVE_THICKNESS:1]
[TISSUE_SHAPE:LAYER]
[TISSUE:COPPER]
[TISSUE_NAME:copper:NP]
[TISSUE_MATERIAL:INORGANIC:COPPER]
[MUSCULAR]
[FUNCTIONAL]
[STRUCTURAL]
[RELATIVE_THICKNESS:49]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE:SWEAT]
[TISSUE_NAME:sweat:NP]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:SWEAT]
[TISSUE_MAT_STATE:LIQUID]
[RELATIVE_THICKNESS:100]
[TISSUE_LEAKS]
[TISSUE_SHAPE:LAYER]
[TISSUE_LAYER:BY_CATEGORY:ALL:COPPER]
[TISSUE_LAYER_UNDER:BY_CATEGORY:ALL:SWEAT]
[BODY_SIZE:0:0:1000000]
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:punch:punches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:MAIN]
[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:kick:kicks]
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:SECOND]
[CASTE:NONE]
[ITEMCORPSE:TOOL:HUSK_SWEAT:INORGANIC:COPPER]
[ITEMCORPSE_QUALITY:2]
[ALL_ACTIVE]
[SWIMS_LEARNED][SWIM_SPEED:3000]
[SECRETION:LOCAL_CREATURE_MAT:SWEAT:LIQUID:BY_CATEGORY:BODY_UPPER:COPPER]
[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:Spew Sweat]
[CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_TYPE:HEAD]
[CDI:MATERIAL:LOCAL_CREATURE_MAT:SWEAT:TRAILING_VAPOR_FLOW]
[CDI:VERB:spew swea:spews sweat:NA]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:15]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:50]
[CDI:FREE_ACTION]

And yes, I'm planning to make the sweat non-red. First, though, how do I make the sweat ooze everywhere?

You mean how like water comes infinitely out of an aquifer? That'd be sick. How did the Masterwork mod make the CS gas come out of the robot men when you hit them? Couldn't you do the same thing, only with liquid?
Hey, how do I start a creature with a wound.

35
DF Modding / Re: How to create cybernetics?
« on: April 28, 2012, 10:20:01 am »
Ah, you're new to this, aren't you? Great; I'm not that good.

Alright, I'll break my steps down some.

1-3.
Spoiler (click to show/hide)

4.
Spoiler (click to show/hide)

5.
Spoiler (click to show/hide)


You could create two different reacions/stones, one for each gender; OR you could use the SYN_AFFECTED_CREATURE to make two different syndromes; OR you could tell the men to suck it up and take the temporary gender-shift like men, even though they currently aren't. It'll only last a couple seconds, anyway.

Oh, so they all go back to their original gender? But keep the new limbs? Cool.

36
DF Modding / Re: How to create cybernetics?
« on: April 28, 2012, 09:33:13 am »
Not really possible to DIRECTLY have a reaction transform dwarves into stuff--just like it's not DIRECTLY possible to have an elven citizen. But you can get Cacame or an equiviant to migrate to your fortress, and you can find a workaround to transform dwarves with reactions.

1. Create a new inorganic.
2. Give it a boiling point below room temperature.
3. Give it a [SYNDROME] which is [SYN_INHALED]. This syndrome should have [CE_BODY_TRANSFORMATION:PROB:100:START:0:END:1][CE:CREATURE:DWARF:MALE] or whatever,
4. Create a custom reaction that creates 1 BOULDER:NONE of the above material.
5. Add the reaction to the MOUNTAIN entity's list of permitted reactions.
6. Generate a new world.

If I'm understanding this right, what you did was create an item that can be inhaled, or was inhaled at creation. Then that item transformed the creature into itself. And the create 1 boulder:none reaction, whats that do, remove any materials needed? Or remove the item it generates.

So Mountain entity is for dwarves right? I'd have to create 2 regeneration chambers then, one for males and females?

37
DF Modding / Re: Understanding the Objects folder
« on: April 28, 2012, 09:02:28 am »
Hey,

[BODY:2EYES]
    [BP:REYE:right eye:STP][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL]
[CATEGORY:EYE]
        [DEFAULT_RELSIZE:5]
    [BP:LEYE:left eye:STP][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL]
[CATEGORY:EYE]
        [DEFAULT_RELSIZE:5]

If I'm to understand this, the game uses commands like [CONTYPE:XXXX] To reference parts you create, are the parts found in the body_ file?

So in essence, the game can read CONTYPE:MAGICALRAINBOW] and if its a part that is found in another file, it will work that way regardless? So is body_ the file that contains all of the individual body parts to be used elsewhere? So [BP:LEYE - this is actually telling DF to use Bodypart Left Eye found in another file and its name is :left eye: what does STP mean? And what does [SMALL] do. And category just means what group its in if someone strikes that area in an attack? So if I put someones hand in the same group as their Eye if I strike the hand I could hit their eye?

38
DF Modding / Re: How to create cybernetics?
« on: April 28, 2012, 08:49:04 am »
To regrow limbs and stuff, have them transform into something else for a tick. A custome reaction that creates  unit of instaboiling syndromey rock would work well. This would just make normal limbs, though, not metal ones.

Siegers ride mounts, but for now that's it.

Not sure about the others, but [NOT_LIVING] might help.

Okay thanks. So the custom reaction, I have them transform into themselves and it will regrow the limb? That's cool. Now I just have to figure out how to create custom graphics and make sure to size it to the correct shape.


39
DF Modding / How to create cybernetics?
« on: April 28, 2012, 08:14:24 am »
I want to create a future mod. I was wondering if you could create like, a place or a piece of furniture that dwarves can be set on that would regrow limbs or something.

In unrelated news, I was wondering if anything in this game rides other animals at all?

In unrelated news, How do I add an undead tag to a creature? Or a Vampiric tag?
In unrelated news, how do I create a race of man eating elves that roam the country side and eat everything and everyone?

40
DF Modding / Re: 3 questions about syndromes.
« on: April 28, 2012, 08:02:00 am »
Yup. Alt-move to fly diagonally up/down, < and > to go straight up and down.
Also, flying makes you immne to falling. Until your wings break. Or you pass out.

Nice! I guess the only thing to worry about is dragons right? Could I sneak while flying even?

41
DF Modding / Re: Definitely not an Elf mod here....
« on: April 28, 2012, 07:52:12 am »
You'd think there would be more elf mods.

He JUST SAID it WASN'T an Elf mod!

GOD!


42
Mod Releases / Re: Secure, Contain, Protect. Version SCP-011-1.
« on: April 28, 2012, 07:30:28 am »
About the SCP foundation.

The SCP Foundation is an organization dedicated to the protection of the world from anomalous objects and the study of said anomalous objects.

Download here.

The current version is SCP-010. Since the last version, I've added SCP-173.

That's some serious jacked upness. EEEWWWWWWwwWWWWWWWWWWWw.

43
DF Modding / Re: ☢ Post-Apocalypse ☢ (v.1.1) :: 26 april patch
« on: April 28, 2012, 07:22:44 am »
man...talk about bad luck...
you are running the scrap "logs" through the scrapyard right?

...actually...I just looked at the new version...the scavenge rates are super low now (4% chance of getting a crate, 1% for almost everything else)...I just had 5 scrap in a row turn to nothing at all...after 10 I got a single crate and 3 pieces of metal...
so if you are unlucky enough to get hounded by deathclaws, nightstalkers, and yao-guai...you are probably unlucky enough to roll straight 0's on the scavenge reaction...
could probably go into your reaction_wasteland_scrapyard and the number after each "[PRODUCT:" bump up by 10 or so... ...or have two woodchoppers and two guys only set with trapping to constantly try and get stuff.

I still don't know why your gutsy's are getting their robo-asses handed to them though...don't see anything weird in the raws...except...  Deon!  might want to remove    [NOTHOUGHT] from the robots, it's making them not die from CPU-shots! ...and that was probably my bad...bet I left that in there when I sent them off to him..

you got maybe a combat log you can slap up here...maybe see if it's more bad luck or something weird going on?

I had huuuge amounts of scrap logs. And 4%? Ouch.

44
DF Modding / Re: ☢ Post-Apocalypse ☢ (v.1.1) :: 26 april patch
« on: April 28, 2012, 07:21:08 am »

About deathclaw swarms etc: do not settle savage areas unless you want to have extreme challenge. Benign/normal areas are much safer.


That's where I settle, I still get swarmed by doom.

45
DF Modding / Re: 3 questions about syndromes.
« on: April 28, 2012, 07:18:52 am »
Don't forget to add [FLIER] to make them actually to fly. The wings are a bodypart which makes them fall if they fly and the wing is damaged, but without [FLIER] they will be like emus.

Ok. Can they fly in adventure mode too?

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