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Author Topic: [MODDING] 0.34. QUESTIONS THREAD  (Read 999416 times)

Hugo_The_Dwarf

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2040 on: July 01, 2012, 10:49:10 pm »

only if it stuck in, melted and got on them. Search DOOMIUM
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leafbarrett

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2041 on: July 02, 2012, 09:45:48 am »

So, if I understand correctly, making an item that can act as both a pick and an axe is impossible?

Spoiler: a la Zaghnal (click to show/hide)
« Last Edit: July 02, 2012, 09:59:07 am by leafbarrett »
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King Henry the IV or something had a lot of wives, most of whom he executed. Because he could.
A ton of them mass-murdered Jews and Muslims. CAUSE THEY COULD.
A roman emperor made his horse a noble, cause he could.
And I modded them all out of existence, because I could.
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Hugo_The_Dwarf

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2042 on: July 02, 2012, 12:03:48 pm »

In a sense, you can pick one one use:
Digging
or
Woodcutting

But for attacks you can allow pick attacks
axe attacks
and hammer attacks

But if you really wanted it as a woodcutting and mining tool make two copies and have a reaction to switch inbetween them

ZAGHNAL_M
zaghnal (mining)

ZAGHNAL_W
zaghnal (woodcutting)

they would have all the same stats and attacks, only now you can use them for mining, then once that is done, convert them to wood cutting and vice versa
only issue is the remaking might change their quality so it may be best to leave the SKILL tag off the reaction, not only is it instant without it and anyonw can do it. But I think it stops qulity modifers
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Toxicshadow

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2043 on: July 02, 2012, 12:31:55 pm »

Is there a way I can make a weapon reference itself as ammo, so you 'throw' it?
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Hugo_The_Dwarf

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2044 on: July 02, 2012, 12:48:33 pm »

No, you can make ammo that is named the same as the weapon, like the weapon being:
"tomahawk (t)" the little (t) saying it can throw

and ammo as "tomahawk"

now tomahawk throwers will pick up their tomahawk and the other throwing versions. Then use their held one when they can't throw anymore.
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Toxicshadow

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2045 on: July 02, 2012, 12:56:59 pm »

No, you can make ammo that is named the same as the weapon, like the weapon being:
"tomahawk (t)" the little (t) saying it can throw

and ammo as "tomahawk"

now tomahawk throwers will pick up their tomahawk and the other throwing versions. Then use their held one when they can't throw anymore.
So would I be making a weapon and ammo, both named the same, or would I make the ammo and name it what the weapon would be named?
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Hugo_The_Dwarf

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2046 on: July 02, 2012, 01:05:19 pm »

No, you can make ammo that is named the same as the weapon, like the weapon being:
"tomahawk (t)" the little (t) saying it can throw

and ammo as "tomahawk"

now tomahawk throwers will pick up their tomahawk and the other throwing versions. Then use their held one when they can't throw anymore.
So would I be making a weapon and ammo, both named the same, or would I make the ammo and name it what the weapon would be named?

Code: [Select]
[ITEM_WEAPON:ITEM_WEAPON_THROW_KNIFE_DAGGER]
[NAME:dagger(t):daggers(t)]
[ADJECTIVE:throwing knives and]
[SIZE:300]
[SKILL:DAGGER]
[RANGED:THROW:KNIFE]
[SHOOT_FORCE:500]
[SHOOT_MAXVEL:1000]
[TWO_HANDED:27500]
[MINIMUM_SIZE:5000]
[CAN_STONE]
[MATERIAL_SIZE:3]
[ATTACK:EDGE:1000:800:slash:slashes:dagger:1250]
[ATTACK:EDGE:5:1000:stab:stabs:dagger:1000]
[ATTACK:BLUNT:20:600:strike:strikes:dagger pommel:1000]

Code: [Select]
[ITEM_AMMO:ITEM_AMMO_KNIVES]
[NAME:throwing knife:throwing knives]
[CLASS:KNIFE]
[SIZE:200]
[ATTACK:EDGE:1000:800:stab:stabs:NO_SUB:1000]
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CaptApollo12

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2047 on: July 02, 2012, 05:04:42 pm »

How would one create general animal items?
Kill a Panda - Butcher Panda corpse - Get "Meat", "Hide", "Brains" Etc
Kill a Dingo - Butcher Dingo corpse - Get "Meat", "Hide", "Brains" Etc
So the end result is less items to track.
My goal is to replicate that part of Masterwork mod, but I do not know where to start.
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Hugo_The_Dwarf

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2048 on: July 02, 2012, 05:11:58 pm »

You need a non-existant creature

[CREATURE:ANIMAL_MATERIALS]
[NAME:animal:animals:animal]
[DOES_NOT_EXIST]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]

then you make all new tissue templates and alter the BDP "STANDARD_TISSUES" so they use the new tissues that are like this:

[TISSUE_TEMPLATE:ANIMAL_SKIN_TEMPLATE]
   [TISSUE_NAME:skin:NP]
   [SCARS]
   [TISSUE_MATERIAL:CREATURE_MAT:ANIMAL_MATERIALS:SKIN] --- see that it grabs from the non-existant creature.
   [RELATIVE_THICKNESS:1]

   Lower is faster.
   [HEALING_RATE:100]

   [VASCULAR:1]
   [PAIN_RECEPTORS:5]
   [CONNECTS]
   [TISSUE_SHAPE:LAYER]

with this a dog, or cat or anything butchered would give "Animal skin" also leather might be messed up since TAN_MAT material_reaction_product targets LOCAL_CREATURE_MAT it has to point to the place holder creature's LEATHER
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CaptApollo12

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2049 on: July 02, 2012, 05:34:49 pm »

[TISSUE_TEMPLATE:ANIMAL_SKIN_TEMPLATE]
   [TISSUE_NAME:skin:NP]
   [SCARS]
   [TISSUE_MATERIAL:CREATURE_MAT:ANIMAL_MATERIALS:SKIN] --- see that it grabs from the non-existant creature.
   [RELATIVE_THICKNESS:1]

   Lower is faster.
   [HEALING_RATE:100]

   [VASCULAR:1]
   [PAIN_RECEPTORS:5]
   [CONNECTS]
   [TISSUE_SHAPE:LAYER]

 

No skin is produced from butchering.  Is there a reason I cannot just edit the original [TISSUE_TEMPLATE:SKIN_TEMPLATE] with these tags, because that is what I did.
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Hugo_The_Dwarf

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2050 on: July 02, 2012, 05:41:02 pm »

You can edit the origonal yes, only reason no skin is coming from butchering means the tissues arn't being layered right.
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Qwaar

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2051 on: July 02, 2012, 09:26:26 pm »

Okay, I have a creature idea which should be amusing to play in adventure mode, planning on basing it off a centipede giant that someone posted here that has nicely done body system.

The premise is its an all female race, which incapacitates victims and converts them into "eggs" until they hatch into followers. I'd like to include various coloration genes for descriptive... descriptions. I want to limit targets to intellegent and I'd also like to be able to carry the eggs around but I'm fairly certain that would be impossible as I don't think we can turn things into inventoryables, and if we can how do they change back to creatures?

Unfortunately, every time I introduce a shapeshifting syndrome my creatures stop existing in DF's eyes.

Also, I'd like them to be driven into omnicidal rage at the sight of elves, as my lore is that they are spawn of a dorf that pissed off an elf by offering them a masterpiece gem encrusted crown that smelled of the wood of the shop it was made in. The elf cursed them, and there we go.
« Last Edit: July 02, 2012, 09:31:58 pm by Qwaar »
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2052 on: July 02, 2012, 09:32:15 pm »

Except for carrying, all possible. You'll have to add an interaction to the creature that will only affect elves, then have the elf-only interaction be an interaction that makes elves use an interaction that only works on the original creature that makes them berserk.

Qwaar

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2053 on: July 02, 2012, 11:04:50 pm »

How would I got about rendering creatures an egg with a hatch timer though? Can I flat out make them an egg of the creature and just make sure not to pick it up for fear of sterilizing it, or do I make an egg caste that somehow turns into a young female after awhile? With the grappling system is it possible to move and drag something? I cant make mobs do it, but it would be cool to encase a whole camp of bandits, grab them in middle legs, and waltz off into the sunset.

I also have no idea how to start going about ceasing hostilities between the two, it would be strange to get encased by a wild centipede and then be gibbed by it while helpless, and stranger still to have my spawn hatch and immediately eat my face.
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WillowLuman

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2054 on: July 02, 2012, 11:19:05 pm »

Giving creatures a [CRAZED] tag makes them attack everything not of their kind, but friendly to anything of it's kind. That's how I made my cybermen work correctly with loyalties.
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