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Author Topic: @@@ Pokemon Fables: Viridian Forest 04-01-12 @@@  (Read 44856 times)

Deep Waters

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Re: @@@ Pokemon Fables: Viridian City 03-07-12 @@@
« Reply #135 on: March 19, 2012, 11:02:10 am »

Is it possible to make a poison that has different effects on different creatures? Like pain and over-sensitivity on most creatures, but boosted speed to slowpokes to make them more normal/evolve?

Um, yeah. I don't know about those exact symptoms (I don't think there's a way of making a creature oversensitive, whatever you mean by that), but there's at least one method to cause one poison to affect two different creatures, uh... differently, that should work in theory, although it would involve giving Slowpokes immunity to all other poisons unless you do an overhaul of the creature classes. Or, well, make more than just the one. There's probably an easier way, but I'm only an amateur modder so I'm still learning.
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[23:14:34] <GameMaster> And so (...) a one-armed dwarf and a mage wearing a blanket walk into a tomb.
[23:14:42] <GameMaster> Sadly, that isn't a joke.

[20:42:03] <HailFire> our wizard tower just got smoked by projectile cats from space

monk12

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Re: @@@ Pokemon Fables: Viridian City 03-07-12 @@@
« Reply #136 on: March 19, 2012, 11:07:10 am »

It's quite possible through the use of SYN_IMMUNE_CREATURE and SYN_AFFECTED_CREATURE. I know I've seen somebody make a poison that buffs everyone but kills Elves, and Shellder poison is basically an inversion of the concept.

In other news, we (well, I) have been slacking on this due to IRL busy fun times, but we should be getting back on track in the near future.

TrueWolves

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Re: @@@ Pokemon Fables: Viridian City 03-07-12 @@@
« Reply #137 on: March 21, 2012, 02:04:05 pm »

Over-sensitivity is basically turning all your sensory nerves for touch in to crazy mode, which tends to make even the slightest feelings become overwhelming... the really only important and Fun part in-game though is that this results in /pain/ eheheheh. Lots of Pain.
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Spiderking50

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Re: @@@ Pokemon Fables: Viridian City 03-07-12 @@@
« Reply #138 on: March 23, 2012, 07:02:56 pm »

Alright so here the sandslash and sandshrew i promised monk. They are NOT completed and still lack interactions for sand attack from the Pidgy files, but that can be a quick fix.

Spoiler (click to show/hide)

Spoiler (click to show/hide)

The pokedex just went on and on about how they were borrowing, so i thought it would be fitting to give them a natural inclination to mining (Idk if it will work though, i just kinda used the same form as the other natural skills). Hopefully someone can add them in and test them out. Especially Sandslash, i want to know if his spines are forming correctly, but i don't have the mod installed just yet.

Re: Ghastly and other ghosts
I have a premade creature (Basically a floating ball of gas) that would work well for ghastly, if no one has one already up i can fix that up in a jiffy and have it up and running this evening.

EDIT:

I still don't know if anyone has a gastly in the works, or any of his line for that matter, but i went ahead and did the minuscule modifications to that gas ball i had from other mod work. If there is a line already in the works, or someone wants to expand upon it, by all means take from this what you want.

Spoiler (click to show/hide)
« Last Edit: March 25, 2012, 06:39:10 pm by Spiderking50 »
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Deep Waters

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Re: @@@ Pokemon Fables: Viridian City 03-07-12 @@@
« Reply #139 on: March 23, 2012, 11:20:43 pm »

Hm, let's see... you seem to have made a lot of programming typos, so to speak. For example, you misnamed the Sandshrew and Sandslash female castes [both castes are called [CASTE:SANDSHREW_MALE] and [CASTE:SANDSLASH_MALE], respectively) (two castes of the same name would probably cause all kinds of problems, if the game doesn't crash outright after attempting to populate the Sandshrew) and put it on the wrong line (I don't know what effect that has, if any, but it's there). You also misnamed the Sandslash female caste, but that's on the right line.

Syntax for the SYN_IMMUNE_CREATURE (and related tags) is simply SYN_IMMUNE_CREATURE:creature:caste. In other words, the second slot contains the CREATURE tag (which I assume is something on the order of POKEMON, since the CREATURE tag is omitted from all the pokemon raws I've gotten my hands on so far). The third slot contains the CASTE tag. Thus, for example, the tag [SYN_IMMUNE_CREATURE:GASTLY:ALL] would ensure that all [CREATURE:GASTLY] castes are immune to the syndrome it's attached to, while the tag [SYN_IMMUNE_CREATURE:GASTLY:GASTLY_FEMALE] would make it so that only [CREATURE:GASTLY] of the caste GASTLY_FEMALE are immune to the syndrome.

You have several grammar mistakes in the descriptions, and I'm an advocate of plural Gastly (that is, I believe that 'Gastly' is both singular and plural, like 'moose'), but those are relatively minor quibbles.

In case you need it, more information on syndromes is available here. The magmawiki has a lot of helpful information for general modding, as well- I practically refer to it step-by-step. :P The text file that defines dwarves in vanilla DF (creature_standard.txt) has some nice basic information on how to format creature raws, as well. I don't know if you really need any of this or just made some typos because you were working too fast or something, but I'm, uh, just throwing it out there. Just in case, y'know...

...please don't hurt me.

@Monk: Wouldn't it be a good idea to make up creature classes, though? Seeing as Poison-types are supposed to be immune to all poisons, you can create the POISON_TYPE creature class and add it to all the Poison-type pokemon, then make it so that all Poison-type attacks have SYN_IMMUNE_CLASS:POISON_TYPE or something? Same with Steel-type. You could also apply that to other types- making Ground-type immune to Electric-type attacks and things like that. That way, you wouldn't have to add every pokemon that's immune to a syndrome in the syndrome, especially if you ever plan on expanding past the first 151. Of course, that would make all pokemon immune to the poison of regular animals, so you'd either have to overhaul the creature classes of all the normal animals unless you plan on replacing them (the normal animals) entirely. (Unless you can give one creature more than one creature class, but that sounds like a recipe for disaster...). I'm also assuming that you plan on adhering to the canon type advantages/disadvantages, which might not be correct. So nevermind. I hope the idea helps, though.
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[23:14:34] <GameMaster> And so (...) a one-armed dwarf and a mage wearing a blanket walk into a tomb.
[23:14:42] <GameMaster> Sadly, that isn't a joke.

[20:42:03] <HailFire> our wizard tower just got smoked by projectile cats from space

Spiderking50

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Re: @@@ Pokemon Fables: Viridian City 03-07-12 @@@
« Reply #140 on: March 24, 2012, 08:56:01 am »

Thank you Deep Waters for you destructive criticism help. I am full aware of the effects of having duplicate files in your raws. That was just a little mistake there, and i'm glad someone caught it. As for gastly i went ahead and edited the immune line, thanks for helping me there. Castes and interactions are both new for me, but the basic creature construction is not. So i doubt anything i make will be in the final draft stage (as if that actually exists) until someone adds those in at least until i learn a little more about that. So to recap, the previous files have been edited for the duplicates, caste syndrome effects, and i modified the description of gastly just for Deep Water. (Now most of it is copied directly from the bulbipedia, which is probably better anyhow.)
« Last Edit: March 24, 2012, 09:45:20 am by Spiderking50 »
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Spiderking50

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Re: @@@ Pokemon Fables: Viridian City 03-07-12 @@@
« Reply #141 on: March 25, 2012, 04:30:30 pm »

Well this thread is lagging a little bit, kinda slow...

Anyhow, i was thinking that, like with sandshrew/slash the mod needs Pokemon for every region, so i worked out Grimer and Muk (Not without marginal difficulty) to begin populating evil areas. They're both composed of muck and require the muck template below to work.

Grimer
Spoiler (click to show/hide)

Muk
Spoiler (click to show/hide)

Muck Template
Spoiler (click to show/hide)

Muck object for the interactions
Spoiler (click to show/hide)

I tested them both as creatures and in one on one, a human always punched off grimers arms and broke it to pieces receiving only bruises (Sometimes to organs) and occasionally broken digits. Muk on the other hand normally killed the human and lost one limb or so, it varied more. The interaction there for sludge needs the other half (the interaction page component), but then should help spread the sludge out like muk and grimer would (Without it, you just get a few pools and whatever was fighting it covered, which really isn't how it should go).

EDIT:

Here are two more: Ekans and Arbok. They took significantly less time than Grimer and Muk, but i didn't test them as much.

Ekans
Spoiler (click to show/hide)

ARBOK
Spoiler (click to show/hide)
« Last Edit: March 28, 2012, 10:16:42 pm by Spiderking50 »
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Old Greg

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Re: @@@ Pokemon Fables: Viridian City 03-07-12 @@@
« Reply #142 on: March 27, 2012, 01:25:21 am »

Hey all! Just wanted to let you all know that I am, in fact, not dead. I was just traveling for a couple weeks with minimal internet access, so my ability to post was inhibited.

That being said, trains, planes, and automobiles are excellent opportunities to do egregious quantities of modding! We have a lot of stuff that's very near completion. You would do well to situate yourselves on the edges of your seats.

Also, MAJOR props to Spiderking, especially the Grimer family. You bet your buttons your work will be presented in the next release with a big ol' special thanks.

Spiderking50

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Re: @@@ Pokemon Fables: Viridian City 03-07-12 @@@
« Reply #143 on: March 28, 2012, 08:01:26 pm »

I've been trying to work out Koffing in my spare time for about two days now and i think i got it. It acts as it should in testing. The eyes have the [SMALL] tag removed so they will be punched. I had so many pages of "Human One gouges Koffing One's left eye, tearing the left eye." and so now they get punched and bruised. Also, when I had an inner layer of gas, for some reason the skin would shatter AND the enemy would target the inner layers first. So i had to remove the layer of interior gas that I originally hoped to include because it caused about 30 other issues. But now it works as a gaseous punching bag with a couple of different breath types. All in all, it's what Koffing would really be like.

Spoiler (click to show/hide)

Here are the modified eyes. The only change is the removal of the [SMALL] tag so they would stop being targeted for EVERYTHING.

Spoiler (click to show/hide)

Weezing in the works, but getting the triple body design to work correctly is getting challenging.

On the issue of Grimer and Muk, i've been thinking that the real lack of spread of the muck they are made of is kind of disappointing. If it were modified to also use muck as its blood, it would spread much more realistically. Seeing as they were known to pollute and corrupt whole regions around them (Not to mention their made of liquid), i'd say that spread is kinda what their all about. Plus it may make edged weapons a little more effective.
« Last Edit: March 28, 2012, 09:44:13 pm by Spiderking50 »
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Spiderking50

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Re: @@@ Pokemon Fables: Viridian City 03-07-12 @@@
« Reply #144 on: March 28, 2012, 10:45:20 pm »

And here is Weezing. I got three head thing to work by setting up a new body plan. The bigger head, the right one, has a bite powerful enough to break the skull if it gets really luck, but the small head doesn't really. I only saw it happen twice out of 100 of the humans i tested on. Also i wasn't sure what to call the third faceless head (Ideas anyone?) Soo i called it a gas chamber, thats basically what it is, but sounds awkward. Well here it is:

Spoiler (click to show/hide)

And it requires:

Spoiler (click to show/hide)
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Old Greg

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Re: @@@ Pokemon Fables: Viridian City 03-07-12 @@@
« Reply #145 on: April 01, 2012, 06:48:27 pm »

NEW DORF MODE RELEASE!

0.3 - Viridian Forest!

It's been awhile since the last release, but we have a lot to show for it. We've added the following pokemon:

-Ekans family**
-Pikachu family
-Sandshrew family**
-Zubat family
-Diglett family
-Tentacool family
-Ponyta family
-Slowpoke family
-Grimer family**
-Electabuzz
-Magmar
-Magikarp family
-Snorlax
-Zapdos

**Big thanks to Spiderking50!

We've also added berries that grow aboveground, including Oran, Sitrus, Cheri, Chesto, Persim and Leppa, that are brewable and match their in-game effects!

Finally, we added a TON of new moves. No longer will Blastoise be spitting out the same water gun that squirtle does; he has hydro pump. Stat-affecting moves, like Leer and Growl, have also been added. We've also generally boosted the power of ranged moves so they have a chance of doing something to armored foes - a more thorough fix of this is coming.

Enjoy! Let me know if you have any feedback, or if you find anything that's not quite working as it should.

Spoiler: "Bugs fixed" (click to show/hide)

Spoiler: "Known bugs" (click to show/hide)
« Last Edit: April 03, 2012, 10:00:58 pm by Old Greg »
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tahujdt

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Re: @@@ Pokemon Fables: Viridian Forest 04-01-12 @@@
« Reply #146 on: April 02, 2012, 04:24:37 pm »

You need to update the pokedex on page one.
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tahujdt

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Re: @@@ Pokemon Fables: Viridian Forest 04-01-12 @@@
« Reply #147 on: April 02, 2012, 04:32:01 pm »

Idea for dig, I will code this later:
Make digging animals milkable for dig energy, which can be processed into a "dig move" item, which is a digging weapon.
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I suggest that we add a clause permitting the keelhauling of anyone who suggests a plan involving "zombify the crew".
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Friend Computer, can you repair the known universe, please?

Old Greg

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Re: @@@ Pokemon Fables: Viridian Forest 04-01-12 @@@
« Reply #148 on: April 02, 2012, 10:49:23 pm »

Not quite sure I follow, do you mean you'd be able to turn this energy into a pick?

tahujdt

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Re: @@@ Pokemon Fables: Viridian Forest 04-01-12 @@@
« Reply #149 on: April 02, 2012, 11:12:57 pm »

Basically.
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I suggest that we add a clause permitting the keelhauling of anyone who suggests a plan involving "zombify the crew".
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Friend Computer, can you repair the known universe, please?
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