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Author Topic: about multible tokens  (Read 817 times)

Urist McCoder

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about multible tokens
« on: March 04, 2015, 04:01:44 pm »

I am attempting to make a mod with ninjas and monks in it and I have a few questions. First what happens if you have two translation tokens?
Second can you make a ranged weapon use two types of ammo, and if so how?
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smakemupagus

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Re: about multible tokens
« Reply #1 on: March 04, 2015, 04:14:56 pm »

(1) Probably the second one overwrites the first one
(2) No

Urist McCoder

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Re: about multible tokens
« Reply #2 on: March 04, 2015, 04:17:39 pm »

Thanks, for the quick response. It's unfortunate that you can't have a civ that speaks tons of languages :-[
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AceSV

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Re: about multible tokens
« Reply #3 on: March 06, 2015, 08:21:58 am »

If there's a creature level language token, you could have different castes speak different languages
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BlackFlyme

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Re: about multible tokens
« Reply #4 on: March 06, 2015, 08:29:16 am »

If you are talking about SPEECH, that is about boasting when having killed a creature, not about language. For example, some bandit shouting "It was I who slain Urist McTrader, who was too short to live".

It's also a creature-level tag, not a caste-level tag. Though there is a CASTE_SPEECH which can be used for specific castes, as well as SPEECH_FEMALE and SPEECH_MALE.
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Urist McCoder

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Re: about multible tokens
« Reply #5 on: March 06, 2015, 09:39:31 am »

That's not a bad idea about castes speaking different language, I may use that later. But for right now it won't work for what I wanted. What I was trying to do is have each individual speak multiple languages, thus the caste won't work, unless you can have multiple tas that don't overwrite each other.
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Putnam

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Re: about multible tokens
« Reply #6 on: March 06, 2015, 08:05:49 pm »

(2) No

...but you can make two types of ammo have one ammo class, which is about the same thing.

Urist McCoder

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Re: about multible tokens
« Reply #7 on: March 06, 2015, 08:08:57 pm »

interesting
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smakemupagus

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Re: about multible tokens
« Reply #8 on: March 06, 2015, 08:34:07 pm »

Right, good point.  So these can both be fired by any weapon set to fire ammo class ARROW, including the default bow.

Code: [Select]
[ITEM_AMMO:ITEM_AMMO_ARROWS_ONE]
[NAME:broadhead arrow:broadhead arrows]
[CLASS:ARROW]
[SIZE:120]
[ATTACK:EDGE:10000:10000:strike:strikes:NO_SUB:1500]

[ITEM_AMMO:ITEM_AMMO_ARROWS_TWO]
[NAME:piercing arrow:piercing arrows]
[CLASS:ARROW]
[SIZE:120]
[ATTACK:EDGE:10:8000:strike:strikes:NO_SUB:1500]

But (afaik) you can't have a weapon able to fire multiple classes, like both BOLT and ARROW.  You can make your own ammo class, too, for whatever it's worth.