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Messages - BrokenValkyrie

#1
If I remember correctly, its not possible due to way melee is calculated. Melee damage is only affected by base weapon damage and material quality. Melee skills and brawler trait only affect chance of hitting.

In the past, I wanted to rewrite melee damage. Because prosthetic does not enhance it. There probably a reason behind the set melee damage.

You'll most likely have to write harmony code and intercept the melee damage calculation.
#2
Help / Re: Writing AI behaviour/Pawn Movement
December 26, 2018, 07:40:25 AM
I really suggest using decompiler to dive into source code. Its been a while since I did it, I believe ILspy, dnSpy, dotPeek are popular choices. Unfortunately navigating ai behaviour is a bit of a labyrinth.

I've attached one of my mod, which works directly on animal AI targeting behaviour. However you'll need to learn harmony to understand whats going on in my code. The vanilla Class JobGiver_AIFightEnemy will be of interest to you when inspecting rimworld with decompiler.

[attachment deleted due to age]
#3
Help / Re: How write mods that change vanilla content?
December 26, 2018, 07:15:49 AM
You may want to look into xpath patching, there already a tutorial in the sticky. Specifically PatchOperationReplace lets you patch vanilla stuff while leaving vanilla files intact.

Depends on what degree you want to change behaviour. If you're creating entirely new behaviour you'll want to look into Harmony, which in itself is entirely different kind of beast to tackle for modders.
#4
I assume you want to set stat to test out limit and such. While there is no direct way to set stat, there is Tools in dev mode that will remove 20% hunger or 20% rest. Unfortunately it doesn't allow much control outside of that.
#5
Outdated / Re: [B18]BrokenValkyrie Collection of Mods.
February 27, 2018, 05:51:36 AM
capability.
Quote from: Harry_Dicks on February 26, 2018, 05:34:19 PM
Do the dragons only have 1 form of ranged attack?
They only have one form of range attack. I had in the past considered giving some of them fireball and flamethrower

Quote from: Vlad0mi3r on February 22, 2018, 02:26:39 AM
I'm guessing there is no chance of a steam path being added?
Can you elaborate on this?
#6
Outdated / Re: [B18]BrokenValkyrie Collection of Mods.
February 25, 2018, 06:50:31 PM
I have permission from Waganur to upload Dragon Mod to drop box. I also added animal taming helmet, its not my proudest work. I was hoping to create a better work around by having taming skill affect manhunter chance, which would make sense. Kind of silly that animal expert have the same chance as provoking animal as a guy who has no animal experience.
#7
Outdated / Re: [B18]BrokenValkyrie Collection of Mods.
February 22, 2018, 12:31:48 AM
Quote from: Harry_Dicks on February 21, 2018, 10:45:43 PM
Awesome! Thanks so much for the BrokenValkyrie!

Maybe in the future you will be granted permission to try out the Dragons mod. I'd really like to give it a go, it looks great! :)

I asked Wagwansugar for permission, I can't guarantee the author will respond.
#8
Help / Re: Custom Pawn: "Has no available melee attack"
February 21, 2018, 10:32:17 PM
Did you define tools for pawn? Tools in this context is a collection of melee attack.

Here is an example from Ferian Race.

<tools>
<li>
<label>teeth</label>
<capacities>
<li>Bite</li>
</capacities>
<power>10</power>
<cooldownTime>1.6</cooldownTime>
<linkedBodyPartsGroup>Teeth</linkedBodyPartsGroup>
<commonality>0.4</commonality>
</li>
<li>
<label>left claws</label>
<capacities>
<li>Scratch</li>
</capacities>
<power>7</power>
<cooldownTime>1.45</cooldownTime>
<linkedBodyPartsGroup>LeftHandClawsGroup</linkedBodyPartsGroup>
<surpriseAttack>
<extraMeleeDamages>
<li>
<def>Stun</def>
<amount>16</amount>
</li>
</extraMeleeDamages>
</surpriseAttack>
</li>
<li>
<label>right claws</label>
<capacities>
<li>Scratch</li>
</capacities>
<power>7</power>
<cooldownTime>1.45</cooldownTime>
<linkedBodyPartsGroup>RightHandClawsGroup</linkedBodyPartsGroup>
<surpriseAttack>
<extraMeleeDamages>
<li>
<def>Stun</def>
<amount>16</amount>
</li>
</extraMeleeDamages>
</surpriseAttack>
</li>
</tools>
#9
Help / Re: Modifying Melee
February 21, 2018, 10:25:46 PM
How does the infection work? Does it use Hediff? If so you could make custom melee damage via xml instead.
#10
Outdated / Re: [B18]Range Animal Framework
February 21, 2018, 10:21:58 PM
@ilikegoodfood

Could you elaborate on the patch issue. Is it that you can't patch both sanguine drake and bombardier beetle in one patch sequence? Another experience I have with patching is I find you can't patch definition from different files in a single sequence.

If you look at dragon mod, you would see I have two distinct separate for dealing with this situation. The first sequence looks for a file called Race_Animal_Dragon.xml, the second sequence looks for a file called Races_Animal_Dragon_2.xml.

I notice that beetle and drake are defined in two separate files.
#11
Outdated / [B18]BrokenValkyrie Collection of Mods.
February 21, 2018, 10:10:21 PM
BrokenValkyrie Collection of Mods


Description:
I've been meaning to release this for a while. Here is a collection of mods with no real themes in particular. Some of these mods are here by request. Most of these are on steam workshop.


Mods:

Dermal Regenerator. Dropbox
This is an updated version of Skullywag dermal regenerator.

Dragon Mod Dropbox
Uploaded with Waganur permission, the original Author. Adds dragon to rimworld, support my range animal framework.

Animal Taming Helmet Dropbox
This adds a animal translator helmet for the entire purpose of training and taming animals. The taming percentage looks ludicrous, but it only bring the actual taming chance around 20-30%. Does not affect manhunter chance. This was created for mods with animal manhunter chance >= 20%, to make taming feasible without resorting to some questionable method. The helmet looks tacky, I don't have the artistic skill to make it look good.

DisinfectantStand. Dropbox
Adds a disinfectant stand that passively adds 20 cleanliness to the surrounding.

Force Building Refund. Dropbox
This programmatically force building to give full resource refund, regardless of the resource fraction return value. This differs from other resource refund mod which allows custom resource fraction to be returned on deconstruction.

Hide crypto sleep pawn from colonist bar. Dropbox
This just removes crypto sleep pawn from the colonist bar.

Septic Tank. Dropbox
This mods requires both Rainbeau Fertile Field and Dubs Bad hygiene mod. Adds a building called septic tank, uses old Dubs Bad Hygiene art asset. Works as a sewage processor, which can be emptied to get compost. Septic tank can not reclaim lost water like sewage processor can.

Patches:

Beastman DE surgery patch. Dropbox

Beastman EPOE patch. Dropbox

Tools:

Texture Reload. DropBox
The original author is Erdelf. All I did was update it to the latest harmony. Adds a new debug menu that reloads texture. You may have to place a new item of the affected texture for the reload to take effect.
#12
Outdated / Re: [B18]Range Animal Framework
February 21, 2018, 08:39:31 PM
You are correct, range verbs has no equivalent system to tied body parts. I'll consider it, but this one is very likely to be beyond my ability. The biggest barrier is tying the body part to the verb in xml. I hadn't quite figured out how xml data are read by the game.
#13
Outdated / Re: [B18]Range Animal Framework
February 20, 2018, 06:36:34 PM
Quote from: Harry_Dicks on February 11, 2018, 12:44:16 AM
Mister or Miss BrokenValkyrie, I think it's really strange how a handful of mods that I had been looking at, all happened to be yours or maintained by you! I wanted to ask, would you please consider putting your other mods onto dropbox as well? I am very interested in these mods especially: Dermal Regenerator, both Beast Men patches, Dragons, Disinfectant Stand, and definitely Septic Tank. I actually made a post a long time ago asking about if we could have a septic tank, and dubwise said he didn't want it in the mod anymore.

Anyway, I would hope that you would please consider my request. I also wanted to thank you for all of your mods that you put out, and I definitely appreciate your work. I think other users would appreciate your work posted off of Steam as well! Thanks ;D

Sorry I was on a warframe binge for a while. Currently job hunting so I might not have much time for the forum. I'll consider it, but I can't put dragon mod on drop box, as I only have permission to update it. The mod is not mine and belongs to Wagwansugar on steam.

@ilikegoodfood
Sorry for the absence, I'll have a look at your problem.
The mod doesn't support  defensive ability like smokepop belt. I might look into it, seems feasible but no guarantee.

You already talked a bit about
<success>Always</success> and <success>Normal<success>

My experience with <success>Normal<success> with it is that it stops at the next operation and doesn't continue until it meets another success criteria. This has caused me so many headache wondering why patch operation isn't applying the changes. I only use <success>Normal<success> under certain circumstance. Usually I'll put other form of check to discontinue patch operation, usually with mod check.
#14
Help / Re: Monsters Mod - New to Modding
January 31, 2018, 10:14:05 PM
I strongly suggest creating your own projectile, rather than use combat extended. Those projectile require ammunition, something animal don't have. I strongly suspect this to be the cause of the error.

If you have workshop I recommend looking at some of the supported mod.

Here is how projectile is defined for dragon, abstract class is from the framework. Take note of the thingClass from the Frame work, the assembly has two projectile class that produce smoke on impact.


<ThingDef Name="ARA_FireProjectile" Abstract="True">
<label>flame</label>
<category>Projectile</category>
<tickerType>Normal</tickerType>
<altitudeLayer>Projectile</altitudeLayer>
<useHitPoints>False</useHitPoints>
<neverMultiSelect>True</neverMultiSelect>
<thingClass>AnimalRangeAttack.Projectile_Fire</thingClass>
<graphicData>
<shaderType>TransparentPostLight</shaderType>
</graphicData>
</ThingDef>
<ThingDef ParentName="ARA_FireProjectile">
<defName>ARA_DragonFireBreathAlpha</defName>
<graphicData>
<shaderType>TransparentPostLight</shaderType>
<texPath>Things/Special/Fire/FireA</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<projectile>
<flyOverhead>false</flyOverhead>
<speed>16</speed>
<damageDef>Flame</damageDef>
<damageAmountBase>3</damageAmountBase>
<explosionRadius>0.5</explosionRadius>
<explosionChanceToStartFire>0.1</explosionChanceToStartFire>
<soundExplode>FlameThrower</soundExplode>
</projectile>
</ThingDef>


Run and Gun is already compatible with range animal framework, you can't do anything to make it more compatible. As for giddy up, I think you just have to ensure the animal centered is right so the colonist look right when they sit on top of it.
#15
I asked the same question here, and sought of found a solution. https://ludeon.com/forums/index.php?topic=38328.0