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Author Topic: [47.05] Spellcrafts Mod - Basic Magic in Dwarf Fortress  (Read 107012 times)

kiiranaux

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Re: [47.05] Spellcrafts Mod - Basic Magic in Dwarf Fortress
« Reply #360 on: August 26, 2021, 08:58:35 am »

Giving you a friendly bump for spellcrafts being one of the coolest mods out there,
Could you post the revised code for "- Feedlings also conjure their meat on the ground underneath them now, no need for a nest box." ? I'd like to port that over :)
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The Highfantasy Mod/Pack. Civs, Creatures, Systems, Balance.

Kyuuketsuki_23

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Re: [47.05] Spellcrafts Mod - Basic Magic in Dwarf Fortress
« Reply #361 on: August 30, 2021, 01:14:12 pm »

Just here to say that this mod is sick as HFS, keep the Fun stuff going, Eric Blank!  :D
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Eric Blank

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Re: [47.05] Spellcrafts Mod - Basic Magic in Dwarf Fortress
« Reply #362 on: August 31, 2021, 12:01:28 am »

Giving you a friendly bump for spellcrafts being one of the coolest mods out there,
Could you post the revised code for "- Feedlings also conjure their meat on the ground underneath them now, no need for a nest box." ? I'd like to port that over :)

Yeah, the feedling creature lost the lays_unusual_egg lines and gained;

Code: [Select]
[CAN_DO_INTERACTION:FEEDLING_CONJURE_MEAT]
[CDI:ADV_NAME:Drop Meat]
[CDI:USAGE_HINT:CLEAN_SELF]
[CDI:BP_REQUIRED:BY_CATEGORY:TAIL]
[CDI:TARGET:A:SELF_ONLY]
[CDI:WAIT_PERIOD:30000]

the interaction, in interaction_spellcrafts_effects.txt, is this:

Code: [Select]
[INTERACTION:FEEDLING_CONJURE_MEAT]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_MANUAL_INPUT:recipient]
[I_EFFECT:CREATE_ITEM]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ITEM:100:3:MEAT:NONE:CREATURE_MAT:SPELL_MASTER_CHEF:MUSCLE]
[IE_ITEM_QUALITY:0]

So it basically is conjuring meat directly on the ground below itself. Humorously, the food wizard was conjuring piles of salmon under everyone in the fortress because I forgot a line of sight and max target number lines on their CDI. Frankly too much fish.

And thank you, both of you. Still working on updates.

Oh, and @Fikilili; The mini dwarves are themselves vermin, so unfortunately I couldnt do much of that stuff.
I decided to go with what brewer bob suggested, but instead of a new tool I just used coins; coins already exist in-game, meaning no new tools or reaction and you can already melt individual coins down and receive a bar after every ~10 coins iirc.
« Last Edit: August 31, 2021, 12:14:54 am by Eric Blank »
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I make Spellcrafts!
I have no idea where anything is. I have no idea what anything does. This is not merely a madhouse designed by a madman, but a madhouse designed by many madmen, each with an intense hatred for the previous madman's unique flavour of madness.

brewer bob

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Re: [47.05] Spellcrafts Mod - Basic Magic in Dwarf Fortress
« Reply #363 on: August 31, 2021, 06:13:11 am »

Coins are a waaay better idea than a new item and reactions. Good thinking!
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