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Messages - Stoh

#1
Help / Re: Apply custom damage type
April 07, 2018, 12:09:35 PM
Exactly what I needed, thank you very much :)
#2
Help / [Solved] Apply custom damage type
March 18, 2018, 10:16:42 AM
Hello,

I'm trying to update the Blood Pact Ritual Mod for b18 (http://steamcommunity.com/sharedfiles/filedetails/?id=939055832), and would really like some help with custom damage type. In the a17 version, I used a custom damage type that would call a worker class to be able to run a custom code when a pawn would attack another one with a specific melee weapon. This is what my defs looks like :


<ThingDef>
    [...]
    <verbs>
        <li>
            <verbClass>Verb_MeleeAttack</verbClass>
            <hasStandardCommand>true</hasStandardCommand>
            <meleeDamageDef>RitualBloodPactInjury</meleeDamageDef>
          </li>
    </verbs>
</ThingDef>

<DamageDef>
    <defName>RitualBloodPactInjury</defName>
    <label>cut</label>
    <workerClass>Blood_Pact_Ritual.BloodPactRitual.DamageWorkerRitualBloodPact</workerClass>
    <deathMessage>{0} has been cut to death.</deathMessage>
    <externalViolence>false</externalViolence>
    <harmAllLayersUntilOutside>false</harmAllLayersUntilOutside>
    <impactSoundType>Slice</impactSoundType>
    <armorCategory />
</DamageDef>


But this doesn't seem to work anymore. I've seen there's a new <tool> tag that seem related to melee weapon attack, but it doesn't seem to use a DamageDef - which is also why I'm thinking the problem comes from the damageDef not being used anymore. Also, the rest of the mod seem to be ok : I've fixed all errors on load (harmony patchs, small defs changes, etc.). I've been trying to find what exactly changed but to no avail so far... so I'd be incredibly grateful if someone could give me some pointers here ^_^

Thanks !
#3
Releases / Re: [A14] GHXX's Tech Advancing (1.0)
August 04, 2016, 03:37:44 PM
That was quick ! Thanks :)
#4
Releases / Re: [A14] GHXX's Tech Advancing (1.0)
August 03, 2016, 10:38:43 AM
Hey, just wanted to report a "bug" - or rather a compatibility/stability issue.

I've found out that your mod wasn't compatible with the steam workshop version of colony manager mod (https://ludeon.com/forums/index.php?topic=16888.0), even when loaded last. It seems it's related to one of the research added by this mod, which has no tech level, which seems to confuse your mod (in game, tech level never change). If I fix the relevant research by setting a tech level in the xml file of the colony manager mod, your mod suddenly works fine.

So, even if the bug is more on the side of the colony manager mod, just wanted to warn you that this kind of thing can shut down your mod, in case you wanted to do something about it.