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Messages - Burnme

Pages: [1] 2
1
DF Modding / Re: The Spellbook - Community Interaction Repository
« on: February 26, 2012, 06:48:56 am »
More testing results:

  • [CDI:MATERIAL:BLAH:UNDIRECTED_VAPOR] - Turns BLAH material into vapor, which explodes outward from the user in an area effect. Much more reliable than TRAILING_VAPOR_FLOW.
  • [CDI:MATERIAL:BLAH:UNDIRECTED_GAS] - Turns BLAH material into gas, which explodes outward from the user in an area effect. Much more reliable than TRAILING_GAS_FLOW.

A spell with peculiar properties... cryo web spell

The interaction:
Spoiler (click to show/hide)

The material:
Spoiler (click to show/hide)

As I suspected, and stated as much in my previous post, using a material with particular properties in the WEB_SPRAY emission yields interesting results. In the case of this Cryoweb spell, it shoots a sticky web as normal, paralyzing anyone in range, but because the material has those specific properties, the web remnants then explode into clouds of freezing liquid. If the material had syndromes attached, this could do even more things all at once. Neat.

2
DF Modding / Re: The Spellbook - Community Interaction Repository
« on: February 26, 2012, 03:40:34 am »
Observing and testing the ideas and examples in this thread so far have produced mostly just more questions, but I've found a few things out too.

Ice spike spell without custom material:

Spoiler (click to show/hide)
The line "[CDI:MATERIAL:WATER:SOLID_GLOB]" is curious, but gets the effect done. SOLID_GLOB apparently auto-adjusts whatever material you're trying to use by setting it to whatever temperature it needs to be to become solid. In this case, it finds the game's existing water material and freezes it to make it SOLID. LIQUID_GLOB, conversely, appears to melt most substances, so you end up flinging, for example, molten iron if you're using INORGANIC:IRON.

Regardless, the temperature of the material doesn't actually seem to matter, so every one of these projectile material emissions behaves like a thrown object. I have yet to see a stick-in of these thrown materials.

It is also noteworthy that SOLID_GLOB and LIQUID_GLOB material emissions rely upon the throwing skill for effectiveness and accuracy.


Summon water spell, for thirsty adventurers:

Spoiler (click to show/hide)

Stand on top of the water it makes, and you can drink or fill your waterskin. The moment you walk away from the water square, it is smeared across the ground and evaporates.

SPATTER_LIQUID effect appears useless for temperature-based offensive purposes. The feet of an enemy will be coated with whatever (usually molten) material you use, like granite for example which coats the target in magma, but there never seem to be any burns as a result.

I haven't tested syndrome application with this delivery system yet, but that is likely the only use of this emission method for right now.


Steelskin spell, for adventurers with fire/high temperature resistant bodies:

Spoiler (click to show/hide)

I tested this effect first as an offensive ability. It does indeed cause heat damage by coating targets in molten steel via enveloping them in a cloud of it if they are within the (very random) range.

I noticed, however, that my character was also coated in steel with every use, thus forcing me to modify my race with these tags so I didn't melt:
Spoiler (click to show/hide)

Being immune, every use coats me with steel. I'm not 100% positive, but during regular combat, my entire body coated with steel appears to help deflect blows. I have seen weapon attacks "glance away" very rarely while otherwise naked but coated in steel, whereas before they did not.

This could very likely be an observation error on my part though, since I haven't tested it too extensively.

On the other hand, transforming yourself into a human-sized steel colossus definitely bestows the defensive properties of the metal properly:

interaction itself:
Spoiler (click to show/hide)

interaction_wizard.txt, required for interaction to work:
Spoiler (click to show/hide)

Creature for interaction:
Spoiler (click to show/hide)

Keeping the user's spellcasting abilities is as simple as putting the same interactions from your default race into the steelskin wizard creature race as well, excepting the steelbody spell of course.

It's quite a pity that all equipment is removed by transformations at the moment, as I originally had this spell configured to be a stoneskin spell, but stone tends to be too brittle to be helpful while you're naked. Steel is much more resilient, but you will still get shattered, dented, and dismembered all too easily by enemies with higher stats and better weapons, since you're naked.

Sticky magical metal spellsilk webbing spell:
Spoiler (click to show/hide)
This one is just the giant cave spider's web slinging ability that paralyzes the target and makes sticky mines on the ground that paralyze whoever walks into them, temporarily. Like the other preset emissions (fireball, firejet, dragonfire), this emission method conveniently casts its material in the direction you aim without hitting the user on the user's square upon casting. However, you can still get stuck by walking into a sticky mine, unless you give your race the [WEBIMMUNE] tag.

Interestingly, the material can be anything, and still has the webbing effect, and the sticky mines produced are "[material] thread". In the above case, silver thread is produced.

You could probably produce ice thread and other such things, for variations on an elemental theme. Silver thread is melted into molten silver if heat is applied to it, by the way. Food for thought, with other materials that are forced into a solid state.


What I would really love to see that I haven't figured out yet is making even better use of existing vanilla materials modified by interactions to achieve desired results.

For example, can we find a way to produce vanilla, ingame snow from interactions? Is there any raw reference to snow? Is snow just a particular temperature of water?

Since we can make ice from vanilla water via interactions, what else can we do with water? Can we create depths of water and actual waterflow? Can we cool water enough to cause freezing damage without making the water into solid ice, and likewise can we cause damage from boiling water, consistently and usefully, without creating new materials?

If not, how do we base new materials on existing water? Water doesn't seem to have any presence in the raws either.

I'll be looking for answers to questions like these, but there might be no answers in the current DF version. If someone else figures this kind of stuff out, please feel free to say so here.

(EDIT: VAPOR_FLOW emissions have interesting effects on all objects in the world that they hit. Earlier, I coated the ground in silver thread from my silverweb spell, and then blasted the thread with molten steel from a TRAILING_VAPOR_FLOW. The result was molten silver laced with molten steel, and a very high temperature in present and adjacent tiles. GAS_FLOW emissions do not seem to properly apply temperature effects, though, only syndromes as far as I can tell.)

3
Other Games / Re: 10x Give-Away: StarFarer .5 is here!
« on: February 14, 2012, 11:49:42 pm »
I'd love to grab a copy, please consider this my entry! Forum Name: BurnMe

Spoiler (click to show/hide)

4
DF Modding / Re: Fire Mage
« on: November 26, 2007, 08:27:00 am »
Shadowslasher said:
quote:
Change your [C]ombat preferences to Strike

I was talking about the wizards as NPC's. I'm pretty sure I stated as much clearly enough.


5
DF Modding / Re: Fire Mage
« on: November 25, 2007, 05:05:00 am »
The Hidden said:
quote:
I think [DAMBLOCK] should be lower, in fact, in the negatives.

I thought so too, but with these guys looking their best barehanded, the complete lack of shield blocking and weapon parrying makes them die terribly fast.

Also this was originally just something I whipped up as a single adventuring companion that I wanted to last a while... but if you can figure out how to make him never wrestle, that should shift the balance enough to take off the damage block, I think.

I found that they died most often because they tended to grab onto an enemy uselessly, rendering themselves unable to jump away from an attack.


6
DF Modding / Re: Fire Mage
« on: November 24, 2007, 11:58:00 am »
Hey there. I used to mod in wizards to replace elves when I wanted a fun single companion in adventure mode.

Here is one of them:

code:
[CREATURE:ELF]
   [NAME:Wizard:Wizards:Wizard-]
   [TILE:'E'][COLOR:3:0:0]
   [SPEED:700][GRASSTRAMPLE:0]
   [GENPOWER:3]
   [BUTCHERABLE_NONSTANDARD]
   [INTELLIGENT]
       [FIREBREATH][FIREIMMUNE]
       [WEBBER][THICKWEB][WEBIMMUNE]
   [CANOPENDOORS]
   [PREFSTRING:grace]
   [BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:5FINGERS:5TOES:MOUTH]
   [NARROW]
   [DAMBLOCK:4]
   [SIZE:7]
   [ATTACK:MAIN:BYTYPE:GRASP:invoke Eldritch Fire to strike:invokes Eldritch Fire to strike:1:3:BURN][ATTACKFLAG_WITH]
   [ATTACK:MAIN:BYTYPE:MOUTH:chant "Copopanoca˜£" and hardened air pummels:chants "Copopanoca˜£" and hardened air pummels:2:4:BLUDGEON]
       [ATTACK:MAIN:BYTYPE:MOUTH:chant "Malefeca" and black lightning blasts:chants "Malefeca" and black lightning blasts:1:5:GORE]
   [CHILD:12][BABY:1][MULTIPLE_LITTER_RARE]
   [FAT:1]
   [EQUIPS]
   [DIURNAL]
   [SPEECH:elf.txt]
   [STANDARD_FLESH]
   [HOMEOTHERM:10067]

I made it several versions ago though, so you should be able to see what needs fixin'.

NOTES- These guys work best barehanded, though I never bothered trying to find out how to disable their ability to wrestle.

Webs and firebreathing are both pretty overpowered, but webbing *especially*.

I'm rather proud of the spell chants, which are actually Elven =)

Another version of wizards I made had an extra main attack that summoned vipyrs to inject poison. Though I don't feel like digging it up, it was also quite fun.

Humorously, when these wizards fire their magical webs, it produces "Wizard silk".

Cheers.


7
DF Modding / Re: WRESTLER_NAME and LEADER_TYPE
« on: February 17, 2008, 11:14:00 pm »
Thanks, Chariot.

Obviously that's how the wrestler profession is displayed, I was just hoping Toady might have let it be changeable for the sake of variety. Ritu Blazefists the Wizard Elite Wrestler just sounds lame. I guess I'm going to have to get craftier to ensure the leaders sound cooler.

Ah, graphics_example.txt lists them all. Excellent. Looks like I can't edit in my own of these either, oh well.


8
DF Modding / WRESTLER_NAME and LEADER_TYPE
« on: February 17, 2008, 08:18:00 pm »
(using latest version of DF as of post date)

WRESTLER_NAME: Is there such a tag? I've tried wrestle, unarmed, wrestler, and nothing seems to work.

The reason I ask is because I modded in a race of wizards, took out all their weapons in entity_default.txt so they'd only hit with "magic" (carefully worded [ATTACK:MAIN]'s with special effects and damage), and renamed their jobs in creature_standard to stuff like [CRAFTSMAN_NAME:craftmage:craftmagi], etc.

But now all legendary combat types in the race are called Elite Wrestler. If there's no simple creature tag to change it, is there some other way?

On a related note, I'd like to know what valid arguments work with the entity_default tag of LEADER_TYPE. The .txt only seems to give the examples of KING, for dwarves, and MASTER_THIEF, for kobolds. The wiki says that these refer to profession names, but how do I, if possible, add more? Is there a list of existing, tag-valid arguments somewhere?


Also, here's the latest code for my wizards, if anyone's interested... They're most fun as single adv mode companions at the moment. I guess it'd be amusing to watch them fireball goblin siegers and make crafts out of *wizard silk* from their own webs in fortress mode, though I haven't gotten around to trying it yet.


Creature_standard.txt, replace default wizard entry:

code:
 [CREATURE:WIZARD]
   [NAME:Wizard:Wizards:Wizard]
   [TILE:'@'][COLOR:6:0:1]
   [GENPOWER:3]
   [BUTCHERABLE_NONSTANDARD]
   [INTELLIGENT]
   [TRAPAVOID]
   [EXTRACT:mystic venom:7:0:0]
   [EXTRACT_VALUE:100]
   [EXTRACT_PARALYZE]
   [EXTRACT_ANTIDOTE:mystic antivenin:7:0:0:100]
       [FIREBREATH][FIREIMMUNE]
       [WEBBER][THICKWEB][WEBIMMUNE]
   [CANOPENDOORS]
   [PREFSTRING:arcane knowledge]
   [PREFSTRING:fantastic beards]
   [PREFSTRING:fiery tempers]
   [BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:5FINGERS:5TOES:MOUTH]
   [MAXAGE:270:300]
   [STOUT]
   [DAMBLOCK:-2]
   [SIZE:7]
   [ATTACK:MAIN:BYTYPE:GRASP:invoke Eldritch Fire to sear:invokes Eldritch Fire to sear:1:3:HEAT]
   [ATTACK:MAIN:BYTYPE:MOUTH:chant "Copopanoca˜£" and hardened air pummels:chants "Copopanoca˜£" and hardened air pummels:4:5:BLUDGEON]
       [ATTACK:MAIN:BYTYPE:MOUTH:chant "Malefeca" and black lightning rends:chants "Malefeca" and black lightning rends:3:6:SLASH]
   [ATTACK:MAIN:BYTYPE:GRASP:conjure a mystic viper, which vanishes after striking:conjures a mystic viper, which vanishes after striking:1:1:GORE][SPECIALATTACK_INJECT_EXTRACT:50:100]
   [ATTACK:MAIN:BYTYPE:GRASP:thrust forward a hand limned with frost and touch:thrusts forward a hand limned with frost and touches:1:3:COLD]
   [CHILD:12][MULTIPLE_LITTER_RARE][CHILDNAME:Wizard apprentice:Wizard apprentices]
   [FAT:1]
   [EQUIPS]
   [DIURNAL]
   [CRAFTSMAN_NAME:craftmage:craftmagi]
   [FISHERMAN_NAME:aquamancer:aquamancers]
   [HAMMERMAN_NAME:spellhammer:spellhammers]
   [SPEARMAN_NAME:wanderer:wanderers]
   [CROSSBOWMAN_NAME:crosscaster:crosscasters]
   [AXEMAN_NAME:spellhacker:spellhackers]
   [SWORDSMAN_NAME:warmage:warmagi]
   [MACEMAN_NAME:macecaster:macecasters]
   [PIKEMAN_NAME:awlmage:awlmagi]
   [BOWMAN_NAME:spellbow:spellbows]
   [WRESTLER_NAME:archmage:archmagi]
   [SPEECH:elf.txt]
   [STANDARD_FLESH]
   [HOMEOTHERM:10067]
   [SWIMS_LEARNED][SWIM_SPEED:2500]
   [PERSONALITY:IMAGINATION:0:55:100]
   [PERSONALITY:ADVENTUROUSNESS:25:50:75]
   [PERSONALITY:EXCITEMENT_SEEKING:25:50:75]
   [PERSONALITY:ARTISTIC_INTEREST:0:60:100]
   [PERSONALITY:INTELLECTUAL_CURIOSITY:0:55:100]
   [PERSONALITY:SELF_DISCIPLINE:0:45:100]
   [PERSONALITY:ACTIVITY_LEVEL:0:40:100]

Entity_default.txt, paste this right in:

code:
 [ENTITY:WIZARD]
   [FOREST_SETTLEMENTS]
   [INDIV_CONTROLLABLE]
   [CIV_CONTROLLABLE]
   [CREATURE:WIZARD]
   [TRANSLATION:ELF]
   [DIGGER:ITEM_WEAPON_PICK]
   [ARMOR:ITEM_ARMOR_ROBE:COMMON]
   [ARMOR:ITEM_ARMOR_ROBE:COMMON]
   [HELM:ITEM_HELM_HOOD:COMMON]
   [SHOES:ITEM_SHOES_BOOTS:UNCOMMON]
   [SHOES:ITEM_SHOES_SANDAL:COMMON]
   [SHOES:ITEM_SHOES_SOCKS:RARE]
   [TOY:ITEM_TOY_PUZZLEBOX]
   [TOY:ITEM_TOY_BOAT]
   [INSTRUMENT:ITEM_INSTRUMENT_FLUTE]
   [INSTRUMENT:ITEM_INSTRUMENT_HARP]
   [INSTRUMENT:ITEM_INSTRUMENT_PICCOLO]
   [CLOTHING]
   [CURRENCY:COPPER:1]
   [CURRENCY:SILVER:5]
   [CURRENCY:GOLD:15]
   [CULL_SYMBOL:ALL:SUBORDINATE]
   [CULL_SYMBOL:ALL:EVIL]
   [CULL_SYMBOL:ALL:UNTOWARD]
   [CULL_SYMBOL:ALL:NEGATIVE]
   [CULL_SYMBOL:ALL:UGLY]
   [CULL_SYMBOL:ALL:NEGATOR]
   [SELECT_SYMBOL:CIV:NAME_ENTITY_KINGDOM]
   [RIVER_PRODUCTS]
   [OCEAN_PRODUCTS]
   [OUTDOOR_FARMING]
   [USE_ANIMAL_PRODUCTS]
   [COMMON_DOMESTIC_PACK]
   [COMMON_DOMESTIC_PULL]
   [COMMON_DOMESTIC_MOUNT]
   [COMMON_DOMESTIC_PET]
   [USE_MISC_PROCESSED_WOOD_PRODUCTS]
   [EQUIPMENT_IMPROVEMENTS]
   [SPHERE_ALIGNMENT:WAR:512]
   [ART_FACET_MODIFIER:FANCIFUL:640]
   [ART_FACET_MODIFIER:OWN_RACE:512]
   [ADVENTURE_TIER:3]
   [FRIENDLY_COLOR:7:0:1]
   [DEFAULT_SITE_TYPE:TREE_CITY]
   [LIKES_SITE:TREE_CITY]
   [TOLERATES_SITE:CITY]
   [TOLERATES_SITE:TREE_CITY]
   [CAN_HAVE_MILITARY_LEADER]
   [CAN_HAVE_MILITARY_SITE_LEADER]
   [SITE_LEADER_TYPE:STANDARD]
   [START_BIOME:ANY_GRASSLAND]
   [START_BIOME:ANY_SAVANNA]
   [START_BIOME:ANY_SHRUBLAND]
   [BIOME_SUPPORT:ANY_WETLAND:1]
   [BIOME_SUPPORT:ANY_DESERT:1]
   [BIOME_SUPPORT:ANY_FOREST:3]
   [BIOME_SUPPORT:ANY_OCEAN:8]
   [BIOME_SUPPORT:ANY_LAKE:8]
   [BIOME_SUPPORT:ANY_GRASSLAND:4]
   [BIOME_SUPPORT:ANY_SAVANNA:4]
   [BIOME_SUPPORT:ANY_SHRUBLAND:3]
   [BIOME_SUPPORT:ANY_RIVER:3]
   [DIPLOMAT]
   [PROGRESS_TRIGGER_TRADE:1]
   [ACTIVE_SEASON:SPRING]
   [ACTIVE_SEASON:AUTUMN]
   [ENTITY_GROUPING:FRIENDLY]
   [SIEGER]
   [MAX_STARTING_CIV_NUMBER:3]
   [START_GROUP_NUMBER:10]
   [MAX_POP_NUMBER:100]
   [MAX_SITE_POP_NUMBER:35]


Cheers.


9
DF Modding / Re: The Necromancy TinyMod(tm)
« on: March 10, 2008, 08:55:00 pm »
I'm glad someone dug this thread back up. I forgot to mention anywhere that my skeleton military leaders and necromancers give advmode folks quests to kill each other, and even themselves.

Fairly unavoidable, as far as I can tell. It's amusing, at least.

I might update this itty bitty baby mod with some interesting new things I've discovered lately, but I'll most likely just wait until some new DF versions, as I'm sure everyone can tell that Big Things are currently in the works.

In the meantime, have any of you who've tried the mod battled any necromancers in either fortress or adv mode? If so, how would you rate the difficulty? I found it tough to judge them accurately as them choosing to ignore or overuse their webbing/firebreath could be completely unpredictable.


10
DF Modding / Re: The Necromancy TinyMod(tm)
« on: March 02, 2008, 09:29:00 am »
quote:
I don't think you should nerf giant cave spiders, just make them semimegabeasts.

As the main source of silk in the DF world, GCS's should remain common, so I strongly disagree. They're still deadly in groups and in conjunction with other enemies, and size 5 is still HUGE for a spider.

On the other hand, it is possible to obtain wizard an necro-silk in my little mod, though rare. I just wish there was a way to set the value and quality of those.

I also wish it had been feasible to set wizards as fortress mode playable while keeping their complete lack of weapons. I tried wands that fired frost and fire bolts and used the axe skill so they could chop down trees, but having all military wizards in adv mode wielding a weapon sucked. They don't use firebreath or webbing while holding something.

And for the record, vampires are the result of vampirism, not necromancy. I know of no fantasy world where this isn't the case.

[ March 10, 2008: Message edited by: Burnme ]


11
DF Modding / Re: The Necromancy TinyMod(tm)
« on: March 01, 2008, 01:05:00 pm »
Actually I originally had wizards with a COLD spell, but instead gave them a HEAT spell, and let the necromancers be the exclusive COLD users.

It seemed to fit.

I once saw someone post that HEAT damage tends to ignite clothes and such, but I've never seen it happen. If that isn't the case, then yeah the way I have my wizards set up is a tad redundant.


12
DF Modding / The Necromancy TinyMod(tm)
« on: February 28, 2008, 06:03:00 pm »
For those who want a dash of magic, a pinch of the UNDEAD, some creature additions and changes/improvements, but don't want to stray too far from the delightfully satisfying vanilla Dwarf Fortress experience.


Features:

Race additions and modifications
--------------------------------
   Skeleton - Sentient, immortal undead powered by evil essence, and commanded by Necromancers who they worship like gods. The advantages of being reanimated are offset by low skills and a feeble grasp of working metals. Fully playable in both Fortress and Adventure modes.

   Wizard - Masters of the magical disciplines, and diligent scholars of all antiquity. These peerless prestidigitators are fearsome offensive combatants from both long range and melee so long as their hands are free for gesticulation, but are physically frail, and not fond of wearing armor. Only playable in Adventure mode.

   Dragons, Goblins, Spirits of fire - Adventure mode playable. Goblins also Fortress playable.


   Nonplayable additions -
Necromancers, extremely powerful wizards who have given over their humanity to command the skeletal legions. Counts as megabeast.

Iron and Steel Colossi, increasingly more resilient versions of the original, of appropriate material. Now all with proper pluralization!

   Changes to existing critters:

Corrected various typos (firey=fiery, etc.) and pluralizations.

Major humanoids got another main attack for variety.

Various creatures gained main attacks, and damage changes.

Giant cave spiders nerfed. Seriously wtf.

Dragons and Titans gained major and minor size increases, respectively, to reflect the greater challenge their awesomeness demands.

Dragons are now winged, have a good range of attacks, behave more intelligently, grew some scales, can manipulate objects with their jaws (including doors), and are generally deadlier.

All construct, inorganic, or creatures otherwise living independent of nervous systems are no longer affected by paralysis and poisons.

Various religion sphere/type tweaks and necessary [POWER] allocation.

Some minor color changes across the board.

Population and civ number changes.


DOWNLOAD


13
DF Modding / Re: Wizards
« on: February 28, 2008, 02:41:00 pm »
Looks like a very, very bastardized version of the wizards and necromancers I created.

At least you didn't rip off the spell chants I gave them too. That was the only thing about them I was proud of.


14
DF Adventure Mode Discussion / Re: Modding Cave spiders
« on: November 14, 2007, 03:39:00 am »
Actually you should only have to remove [SPECIALATTACK_INJECT_EXTRACT:50:100] and [NOPAIN].

It was not necessary in previous versions to create a new world due to removing tags such as these, but I haven't tried the newest version so dunno, but doubt it.


15
DF Adventure Mode Discussion / Re: Damned cavespiders
« on: November 18, 2007, 09:58:00 pm »
Sean Mirrsen said:  
quote:
Also, you don't need to continuously strangle somebody to do damage, you do it only to gain skills.

Actually that isn't true. If you strangle a non-undead continuously, it is similar to twisting a stuckin weapon. The opponent will bleed to death from it. Basically strangling suffocates them for a relatively quick death.

I have found this incredibly useful against foes that are hard to damage which I get in lucky hits that knock them unconcious.

For example, I had a hammerman knock a dragon unconcious once after a long battle of doing absolutely no damage, and then I simply grabbed its throat and strangled it until it died. It would have been a MUCH longer fight still if I hadn't done so, and with my charred leg I might even have lost.


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