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Author Topic: [MODDING] 0.40.x QUESTIONS THREAD  (Read 312464 times)

Zeranamu

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #15 on: July 07, 2014, 10:58:06 pm »

I'm not sure if it's used the same like other tags, but there's a 'gaits.txt' in raw/objects/notes that talks about speeds. Dunno if it's used like '[GAIT: 900:718:537:313:1900:2900]' or what those individual values mean/refer to/do, but.
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Xangi

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #16 on: July 07, 2014, 11:01:03 pm »

I'm not sure if it's used the same like other tags, but there's a 'gaits.txt' in raw/objects/notes that talks about speeds. Dunno if it's used like '[GAIT: 900:718:537:313:1900:2900]' or what those individual values mean/refer to/do, but.
Check the creature variations, there's an explanation in there.
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Previous mod (34.11):
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http://www.bay12forums.com/smf/index.php?topic=103747.0

Zeranamu

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #17 on: July 07, 2014, 11:02:52 pm »

I'm not sure if it's used the same like other tags, but there's a 'gaits.txt' in raw/objects/notes that talks about speeds. Dunno if it's used like '[GAIT: 900:718:537:313:1900:2900]' or what those individual values mean/refer to/do, but.
Check the creature variations, there's an explanation in there.

So there is, and that explains all of that. Awesome, thanks.
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lanp

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #18 on: July 07, 2014, 11:08:25 pm »

Can anyone think of a way to make a creature immortal now? Since pulping was added a swift punch or kick to what was once an immortal creature's chest results in instant death. And jumping into magma or setting the arena temperature to dragonfire seems to melt the creature even though its materials have the following tags. Setting it to absolute zero will also freeze it to death.

[MELTING_POINT:NONE]
[BOILING_POINT:NONE]
[COLDDAM_POINT:NONE]
[IGNITE_POINT:NONE]
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Xangi

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #19 on: July 07, 2014, 11:08:58 pm »

I'm not sure if it's used the same like other tags, but there's a 'gaits.txt' in raw/objects/notes that talks about speeds. Dunno if it's used like '[GAIT: 900:718:537:313:1900:2900]' or what those individual values mean/refer to/do, but.
Check the creature variations, there's an explanation in there.

So there is, and that explains all of that. Awesome, thanks.
No problem, now if only I could figure the rest of this out.

EDIT: Anyone know what the attack prepare and recover numbers are measured in? I'm trying to understand exactly HOW fast things are.

Also for the record in case anyone wants to know, ATTACK_FLAG_BAD_MULTIATTACK doesn't actually stop you from multiattacking, it just seems to slow it down.
« Last Edit: July 07, 2014, 11:35:06 pm by Xangi »
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Previous mod (34.11):
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http://www.bay12forums.com/smf/index.php?topic=103747.0

samanato

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #20 on: July 07, 2014, 11:13:30 pm »

Can anyone think of a way to make a creature immortal now? Since pulping was added a swift punch or kick to what was once an immortal creature's chest results in instant death. And jumping into magma or setting the arena temperature to dragonfire seems to melt the creature even though its materials have the following tags. Setting it to absolute zero will also freeze it to death.

[MELTING_POINT:NONE]
[BOILING_POINT:NONE]
[COLDDAM_POINT:NONE]
[IGNITE_POINT:NONE]

You might want to try making it out of a Slade-like material with extremely high melting and boiling points.
« Last Edit: July 08, 2014, 02:11:22 am by samanato »
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Putnam

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #21 on: July 07, 2014, 11:46:42 pm »

It appears that the more complex [GAIT] is now used.
That's a little odd, since speed used to do other things unrelated to walking, such as determining how quickly you completed jobs...

That's because speed was completely overhauled and replaced with the current system.

Enemy post

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #22 on: July 07, 2014, 11:57:17 pm »

I made dragons playable, but now everyone runs away from me. Is there a "fix" for this?
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WillowLuman

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #23 on: July 08, 2014, 01:56:24 am »

2 questions:
1) Aside from gait and smell/sight data, what is required to port a creature into the new version?
2) What do the smell tokens actually do?
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Putnam

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #24 on: July 08, 2014, 02:04:03 am »

1. You actually don't really need those unless you want the creature to be playable; the sight and smell stuff aren't necessary at all, as they have defaults.
2. If stuff smells, you can smell it. Say, you have a really nice sense of smell and a goblin army passed by. You can follow the smell trail with the track menu.

Xangi

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #25 on: July 08, 2014, 02:05:06 am »

2 questions:
1) Aside from gait and smell/sight data, what is required to port a creature into the new version?
2) What do the smell tokens actually do?
1.) Some body token stuff too, mainly because things have necks now. Also the attacks have new tokens and are applied through creature variations. AFAIK that's it.
2.) Stuff in adventurer, possibly ruins stealth if you get smelled out. Haven't tested it but I assume that's probably it.
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A spooky ghost.

Previous mod (34.11):
<<Fear The Night!>>
http://www.bay12forums.com/smf/index.php?topic=103747.0

Putnam

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #26 on: July 08, 2014, 02:09:27 am »

Crap, the necks. Yeah, those are real bothersome.

Xangi

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #27 on: July 08, 2014, 02:27:09 am »

If the new attack token for preparation and recovery works how I think it does I might have some pretty sadistic fun with it. I'm not sure of the exact timing of this, but I've noticed that sometimes you can see where an enemy's attack is going, due to the preparation. Which means that a preparation time of 0 means the attack isn't telegraphed at all, and might even be undodgeable. Recovery time of 0 could mean the attack doesn't leave you open at all, which is great for defensive weapons.

Oh yes, I'm going to have fun with this.
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A spooky ghost.

Previous mod (34.11):
<<Fear The Night!>>
http://www.bay12forums.com/smf/index.php?topic=103747.0

samanato

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #28 on: July 08, 2014, 02:28:09 am »

How do you reduce the number of logs from felling trees?  At the moment you can get like 20 logs from a single big tree, which doesn't quite go for a more challenging mod.

Also, a few new trees from my old .34 mod are supposed to have "unorthodox" shapes (mostly from evil biomes), like this one:
Spoiler (click to show/hide)

...which I always imagine as being like those deadly thorn-things from Eversion.  Are such shapes possible with this framework?
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WillowLuman

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #29 on: July 08, 2014, 02:35:47 am »

I mean, does the SMELL_TRIGGER determine how good sense of smell is?
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Dwarf Souls: Prepare to Mine
Keep Me Safe - A Girl and Her Computer (Illustrated Game)
Darkest Garden - Illustrated game. - What mysteries lie in the abandoned dark?
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