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Messages - vengeanceaurelith

#1
Hello Modraneth,

Unfortunately, this is still very early in the development of this mod, as my team is still working to learn how to mod the effects. Hang in there, though, as it has not been forgotten.
#2
Thank you. I actually think I downloaded that, last night to look at, but didn't get around to it. I'll tear it open, tonight. Again, thank you for the reminder.
#3
Hello again,

So I looked at Skullywags' Laser mod, and it helped, some, but I've been stuck since then, trying to identify what class handled the melee combat for the C# code.

For example, if trying to make a custom effect for a ranged weapon, we append " : Projectile" to the end of the class. What do we use for a melee attack? Thank you, again, in advance.
#4
Quote from: Bob_Namg on September 14, 2017, 05:46:02 PM
MMMMM MAGIC MISSILE

An "MMMMM," you say?! Hmmm...

Magical Modifiable Moderate Molecular Missile?

Yeah, that sounds like a good bridge of D&D and RimWorld! I now present, the Quint-M! No...hmm...that's not right. The M&M&M&M&M! No...still not good. Oh, wait, maybe... The M5! ba-dum-tss!
#5
I have not. I'll look at it right away. Thank you.
#6
Disclaimer: Relatively new to modding in RimWorld, but am quick to learn. Not asking you to write my code, for me, just need to be pointed in the right direction.

Hello everyone, I'm trying to find an example of a mod, or section of existing code, that would allow me to add an additional damage type to a melee weapon. I'm familiar with adding Hediffs, but while writing my C# code for the chance to proc the effect, I'm having trouble calling the objects for an existing damage type (If the condition already exists, increase severity and such). Thank you in advance.
#7
Mods / Re: [Mod Request]Multi-stuff
September 14, 2017, 08:15:17 PM
I'm new to modding, here, myself, and I recognize that some people that have already answered above have far more experience that I do, but I wanted to share my two cents, as well.

I haven't looked at the code for food, but let's take Kibble, for example. Doesn't it require multiple stuffs to make? Vegetable/Hay and Meat? Wonder if that could be used as a reference to see if this might actually be something in-game, but possibly overlooked?
#8
Unfinished / RimWorld & Dragons: Legal Stuff
September 14, 2017, 05:41:13 PM
Our team is in no way, shape, or form associated with Wizards of the Coast LLC, who own all content regarding Dungeons and Dragons. This is merely a fan-based mod to help better the experience of people playing RimWorld.
#9
Unfinished / RimWorld & Dragons: Change Log
September 13, 2017, 11:11:52 PM
RESERVED
#10
Unfinished / RimWorld & Dragons: Encounters
September 13, 2017, 11:11:29 PM
RESERVED
#11
Unfinished / RimWorld & Dragons: Monsters
September 13, 2017, 11:11:06 PM
RESERVED
#12
Unfinished / RimWorld & Dragons: Abilities
September 13, 2017, 11:10:39 PM
RESERVED
#13
Unfinished / RimWorld & Dragons: Items
September 13, 2017, 11:10:13 PM
Items

The mod will contain many of the mundane and magical items that can be found in 5th Edition Dungeons and Dragons (5e).

To help our followers better track the progress of the development of the Items, a system has been put in place:

  • Glowing Lime Text - Means the item is completed, and ready for use in the next version.
  • Italicized Green Text - Means that the item is currently being worked on.
  • Normal Yellow Text - Means the item is queued, and is still being considered.
  • Striked-through Red Text - Means the items has been removed from development.

The Items

Mundane (Nonmagical) Weapons

  • Coming Soon!

Mundane (Nonmagical) Armors

  • Hide Armor
  • Leather Armor
  • Studded Leather
  • Chain Shirt
  • Breastplate
  • Chainmail
  • Half Plate
  • Plate
  • More Coming Soon

Magical Weapons

  • Flame Tongue
  • Frost Brand
  • Venom Dagger
  • More Coming Soon

Magical Armors

  • Coming Soon!

Magical Grenades

  • Alchemist's Fire
  • Acid Vial
  • More Coming Soon

Consumables

  • Coming Soon!

#14
Unfinished / RimWorld & Dragons: Development Team
September 13, 2017, 11:09:33 PM
Lead Developer:

  • Vengeance Aurelith

Developers:

  • WhiteWolf0100
#15
RimWorld & Dragons (R&D)

Disclaimer:
This is my team's first mod, outside of the few tutorial mods we've made to dip our toes in the water of RimWorld modding. We have a basic understanding of C# and .xml, and are using this as a means to get some practical application. Progress might be slow, but progress will happen.

Purpose:
This mod is designed to bring certain elements of Dungeons and Dragons into the game of RimWorld.

Elements:

  • Items
  • Abilities
  • Monsters
  • Encounters