Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - Burnme

Pages: [1]
1
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.


2
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


Pages: [1]