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Author Topic: [A15] Rim-Magic Magic weapons,clothes, Potions, Etc (ceased)  (Read 33154 times)

hendrikpfaff

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Hello, I have some ideas.
Why not golems? They are like robots, but magic, they can sow, clean, carry and fight, but they are small and can not equip weapons, but specialized versions can be created as a golem with a blade instead of arms.

Curative tank that heal faster colonists, but requires a power source (or something like that).

Trapping the souls of colonists and ressurecting into another body created before their death.

Improve the colonists with magical mutations which are permanent until their death, such as the skin of photosynthesis which reduces the loss of hunger in the sunlight.

The creation of new species, such as chicken that lays golden eggs, a cow that gives chocolate, not milk, animals that have a natural magic shield or pig eating stone and steel chunks and produce small amounts of minerals.

It would be difficult, especially with xml, but if someone like the idea or want to improve it, it would be great.
Say what you think about it, I'm curious.

Ps: I am French, sorry if my english is not perfect.
Keep in mind i only know xml.. i cant make very advanced stuff with that like soul trapping and putting it into another body to give it life. The rest is an option.
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hendrikpfaff

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I think more at a magic effect you can use at combat.
The effect lower a bleeding effect.
And when there isn't any bleeding it raise the HP by x points or x% of max. HP.
But i don't think you can't do this with xml only. There was a healing effect long ago for the Alien Ant, and he made a dll for it.
Is that dll still compatible for Alpha 15 and is that user still active??
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Master Bucketsmith

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So.. you have 1 item that has diffrent looks on diffrent body types right?
How can i make a craftable item of such thing  ???
Here's what you name the different textures per body type of an item;
Code: [Select]
Jacket.png
Jacket_Fat_back.png
Jacket_Fat_front.png
Jacket_Fat_side.png
Jacket_Female_back.png
Jacket_Female_front.png
Jacket_Female_side.png
Jacket_Hulk_back.png
Jacket_Hulk_front.png
Jacket_Hulk_side.png
Jacket_Male_back.png
Jacket_Male_front.png
Jacket_Male_side.png
Jacket_Thin_back.png
Jacket_Thin_front.png
Jacket_Thin_side.png
So long as 'Jacket' will read something like 'MagicalRobe', you can have a really differently looking texture per body type, for the same item in your XML! :)

P.S.: This is what it will read in the XML for Jacket:
Code: [Select]
<texPath>Things/Pawn/Humanlike/Apparel/Jacket/Jacket</texPath>
« Last Edit: September 24, 2016, 04:48:11 AM by Master Bucketsmith »
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hendrikpfaff

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So.. you have 1 item that has diffrent looks on diffrent body types right?
How can i make a craftable item of such thing  ???
Here's what you name the different textures per body type of an item;
Code: [Select]
Jacket.png
Jacket_Fat_back.png
Jacket_Fat_front.png
Jacket_Fat_side.png
Jacket_Female_back.png
Jacket_Female_front.png
Jacket_Female_side.png
Jacket_Hulk_back.png
Jacket_Hulk_front.png
Jacket_Hulk_side.png
Jacket_Male_back.png
Jacket_Male_front.png
Jacket_Male_side.png
Jacket_Thin_back.png
Jacket_Thin_front.png
Jacket_Thin_side.png
So long as 'Jacket' will read something like 'MagicalRobe', you can have a really differently looking texture per body type, for the same item in your XML! :)

P.S.: This is what it will read in the XML for Jacket:
Code: [Select]
<texPath>Things/Pawn/Humanlike/Apparel/Jacket/Jacket</texPath>
Thank you :D
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Canute

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I think more at a magic effect you can use at combat.
The effect lower a bleeding effect.
And when there isn't any bleeding it raise the HP by x points or x% of max. HP.
But i don't think you can't do this with xml only. There was a healing effect long ago for the Alien Ant, and he made a dll for it.
Is that dll still compatible for Alpha 15 and is that user still active??
I can't even find the thread anymore.
But at the same day i wrote this, a Healing gun mod appear https://ludeon.com/forums/index.php?topic=25953.0.
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hendrikpfaff

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I think more at a magic effect you can use at combat.
The effect lower a bleeding effect.
And when there isn't any bleeding it raise the HP by x points or x% of max. HP.
But i don't think you can't do this with xml only. There was a healing effect long ago for the Alien Ant, and he made a dll for it.
Is that dll still compatible for Alpha 15 and is that user still active??
I can't even find the thread anymore.
But at the same day i wrote this, a Healing gun mod appear https://ludeon.com/forums/index.php?topic=25953.0.
Shouldnt be a problem to "make" a healing weapon the thing is its pretty OverPowerd so i'm trying to make a potion instead and if that doesnt work out i will add a healing weapon.
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Violyte

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SO I finished clothing textures... I did something different. I have 3 main outfit "kinds", the sorcerer/mage, necromancer, and witch/wizard. Within the mage and wizard outfits I have different designs-

Witch/Wizard                                                                        Sorcerer
______________                                                             _____________
Fat and thin Electric green witchy                                      Fat and thin fiery magerobes
Purple Witch Female                                                          Sorcerer Red and Blue Female
Wizard/greyrobes Male                                                      Sorcerer Blue Male with red brooch
Hulk Traditional blue "star" wizard robe                              Hulk Priest           

I did it between 2 outfit cores because I didn't think the designs worked with all the bodytypes (for instance the star wizard is traditionally a tall wizard and stars won't fit on a thin body) plus some were gender specific, as well as not to take up a lot of space in the mods.  Idk I think it's more organized that way.     

I also did a skull hood thing, a female necromancer hair, lightning struck hair, a sorceress hood, a priest hat, a witch hat, and a wizard hat with a built in beard.
So.. you have 1 item that has diffrent looks on diffrent body types right?
How can i make a craftable item of such thing  ???

Master Bucketsmith explained pretty well, thanks!

So the files are already named and organized
 "sorcerer: body types         witchandwiz: body types       and necro: body types"






« Last Edit: September 24, 2016, 07:30:53 AM by Violyte »
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hendrikpfaff

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SO I finished clothing textures... I did something different. I have 3 main outfit "kinds", the sorcerer/mage, necromancer, and witch/wizard. Within the mage and wizard outfits I have different designs-

Witch/Wizard                                                                        Sorcerer
______________                                                             _____________
Fat and thin Electric green witchy                                      Fat and thin fiery magerobes
Purple Witch Female                                                          Sorcerer Red and Blue Female
Wizard/greyrobes Male                                                      Sorcerer Blue Male with red brooch
Hulk Traditional blue "star" wizard robe                              Hulk Priest           

I did it between 2 outfit cores because I didn't think the designs worked with all the bodytypes (for instance the star wizard is traditionally a tall wizard and stars won't fit on a thin body) plus some were gender specific, as well as not to take up a lot of space in the mods.  Idk I think it's more organized that way.     

I also did a skull hood thing, a female necromancer hair, lightning struck hair, a sorceress hood, a priest hat, a witch hat, and a wizard hat with a built in beard.
So.. you have 1 item that has diffrent looks on diffrent body types right?
How can i make a craftable item of such thing  ???

Master Bucketsmith explained pretty well, thanks!

There's 3 items. I had a sorcerer outfit with different colors, and a witch/wizard combo which is basically the same thing but one is female and one male, and then the necromancer.

So the files are already named and organized
 "sorcerer: body types         witchandwiz: body types       and necro: body types"

So if you wanted to craft them you would make craft necromancer clothes, enchanter(sorcerer)'s clothes, or magician's clothes.
Yea it works but i do not have a texure for when its droped on the ground :/ so should i just copy an texture and paste it as droped item?
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Violyte

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Yes that would work or I can give you some tomorrow, whatever you want. I'd probably do folded clothing with a star, a flame, and a skull to tell what they are. Or... it might be neat to do like a small magic light circle on the ground where you drop them.
« Last Edit: September 24, 2016, 07:40:01 AM by Violyte »
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hendrikpfaff

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Yes that would work or I can give you some tomorrow, whatever you want. I'd probably do folded clothing with a star, a flame, and a skull to tell what they are. Or... it might be neat to do like a small magic light circle on the ground where you drop them.
Would be great if you can make them thx
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hendrikpfaff

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Update 1.6 is out!
Enjoy
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Vagaroid

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Looks very nice!
Looking forward to the alpha version!
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Canute

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I think the Windstruck Hair with +6 m/s is too much  +2 m/s like the other hat's or maybe +3 m/s.
Same with Speed Sigil that got +25 m/s,  i think +5 m/s should be ok since you can wear it with the other stuff.

You should update the 1.post with the new stuff, and maybe add some info about the bonus stats.

Edit:
Can you tag the appearal with Magic maybe. And don't forget to tag the hat's with the headgear tag. Currently all the hat's appear at the main appearal listing and not under headwear.
« Last Edit: September 25, 2016, 03:17:41 PM by Canute »
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Violyte

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I would have send defs and put them all in folders if I had realized it wasn't familiar to you, sorry.
So the end would write like this and you would need a hats folder-

<apparel>
      <bodyPartGroups>
        <li>FullHead</li>
      </bodyPartGroups>
      <worngraphicPath>Hats/Necroskull</worngraphicPath>
      <layers>
        <li>Overhead</li>
      </layers>
      <commonality>0.05</commonality>
      <tags>
        <li>Spacer</li>
      </tags>
      <defaultOutfitTags>
        <li>Soldier</li>
      </defaultOutfitTags>
    </apparel>
    <colorGenerator Class="ColorGenerator_Options">
      <options>
        <li>
          <weight>4</weight>
          <only>RGBA(1,1,1,1)</only>
        </li>
      </options>
    </colorGenerator>
  </ThingDef>
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hendrikpfaff

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I think the Windstruck Hair with +6 m/s is too much  +2 m/s like the other hat's or maybe +3 m/s.
Same with Speed Sigil that got +25 m/s,  i think +5 m/s should be ok since you can wear it with the other stuff.

You should update the 1.post with the new stuff, and maybe add some info about the bonus stats.

Edit:
Can you tag the appearal with Magic maybe. And don't forget to tag the hat's with the headgear tag. Currently all the hat's appear at the main appearal listing and not under headwear.
Sorry im still new to this should be fixed soon.
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