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Messages - leafbarrett

Pages: 1 ... 21 22 [23] 24
331
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: May 31, 2012, 10:32:37 pm »
That second option sounds awesome. Will FIREIMMUNE_SUPER keep Flareon from melting itself with its own heat? I've heard of fire-immune creatures dying from heat.

332
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: May 31, 2012, 10:08:28 pm »
Well, Espeon has a forked tail, which raises another question. How would I tell the raw to attach two tails to the end of an existing tail?

In addition, how do I make a tail that doubles as a blade? (For Leafeon)

I need to add a scorching element to Flareon's bite, but I think I know how to do that myself. Basically do the same as I would for a poison, like say, a snake bite's venom, but without the syndrome attached and with a really set temperature, right?

333
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: May 31, 2012, 09:40:11 pm »
Code: [Select]
[BODY:MOUTH_GRASP]
[BP:MOUTH:mouth:STP][CONTYPE:HEAD][MOUTH][SMALL][EMBEDDED][APERTURE][GRASP][CATEGORY:MOUTH]
[DEFAULT_RELSIZE:20]
Like that? And I just put it directly in the Eevee's root raw, to be used in all castes? (I have a caste for each gender of each evolution used)

334
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: May 31, 2012, 09:29:03 pm »
Damn. :( Any tips? I've never made a custom body part before, much less one that acts as a mouth and a hand at the same time.

335
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: May 31, 2012, 08:37:36 pm »
So... wait, which part of the cat's raw defines its mouth as grasping?

336
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: May 31, 2012, 12:14:14 pm »
I don't think he was a migrant... I'll just have to change their mouths to be grasping, then. I got utterly SPAMMED with the cancellation message.

337
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: May 31, 2012, 11:54:49 am »
Eevee = dog, if you're wondering.
Unless a mouth counts as grasping, then no, it doesn't.
Also, it was a child Eevee.

338
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: May 31, 2012, 10:51:04 am »
You're SURE they can't do labor? Because one of my Eevees is trying really damn hard to go fishing, but the game keeps canceling with the message "too injured". (Note: He's perfectly healthy.)

339
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: May 30, 2012, 07:52:39 pm »
Apparently, the [INTELLIGENT] tag allows pets to become skilled at stuff like making crafts. I had a Flareon (dog) weaponsmith. XD (The poor girl went missing, though :( ). My question: an pets with those skills actually perform the labor? If not, is there a way to allow them to do so?

340
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: May 27, 2012, 10:15:35 am »
All right, so. I know there was a token back in v0.28 called [DAMBLOCK] that gave a creature natural armor. Is there an equivalent token in the current version?

Oh, and one other (unrelated) question: Is it possible to make a new skill level, specifically a weapon level?

341
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: May 26, 2012, 05:42:17 pm »
Is there any way to get the push effect without a DUST token, then?

342
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: May 26, 2012, 03:59:51 pm »
[CDI:LOCAL_CREATURE_MAT:PSYCHIC:TRAILING_DUST_FLOW]
should be
[CDI:MATERIAL:LOCAL_CREATURE_MAT:PSYCHIC:TRAILING_DUST_FLOW]
Whoops. I thought the LOCAL_CREATURE_MAT handled the MATERIAL tag automatically.
Also, IT_IMMUNE_CREATURE doesn't work in CAN_DO_INTERACTION or MATERIAL_EMISSION at all.
Damn. I was hoping to avoid friendly fire.

343
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: May 26, 2012, 03:35:22 pm »
Okay, what am I doing wrong?
Code: [Select]
[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:psychic]
[CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_CATEGORY:MOUTH]
[CDI:LOCAL_CREATURE_MAT:PSYCHIC:TRAILING_DUST_FLOW]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:150]
[IT_IMMUNE_CREATURE:DWARF]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:250]

[INORGANIC:PSYCHIC]
[USE_MATERIAL_TEMPLATE:FLAME_TEMPLATE]
    [STATE_COLOR:GAS:PURPLE]
    [STATE_NAME:GAS:psychic burst]
    [STATE_ADJ:GAS:telekinetic]
[DISPLAY_COLOR:4:0:0]
[MATERIAL_VALUE:1]
[SPEC_HEAT:NONE]
[IGNITE_POINT:NONE]
[MELTING_POINT:NONE]
[BOILING_POINT:NONE]
[HEATDAM_POINT:NONE]
[COLDDAM_POINT:NONE]
[MAT_FIXED_TEMP:14000]
[MOLAR_MASS:1]

344
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: May 25, 2012, 02:05:20 pm »
Okay, how would I go about making a "breath" that is akin to a physical blast (similar effect to a hammer blow) without having it rely on the Strength stat? I was considering making a custom gas that had no effect but to knock the target away, but it occurred to me that it wouldn't accomplish anything at all because I can't (or at least don't know how to) set gas pressure for a breath attack. Would making a solid that was set to standard temperature but had a boiling point of much lower than that work, or would it just instantly vaporize before it actually hit?
In other news, would using a firejet breath style cause the attack to actually still use fire, even if I set it to a material?

345
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: May 23, 2012, 08:56:12 pm »
So, if I were to, say, take everything in the Dwarf creature and put that into proper castes (male and female, all dwarf info in both with gender-specific stuff in each) and do the same for the Gardevoir creature, would that work?

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