Author Topic: Touhou-related Mod Questions  (Read 1241 times)

Offline Taberone

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Re: How easy would it be to make custom professions?
« Reply #15 on: October 26, 2016, 02:25:18 PM »
Is there a way to modify or override the default martial arts styles so that they include custom weapons?
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Offline Chezzo

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Re: How easy would it be to make custom professions?
« Reply #16 on: October 26, 2016, 03:51:00 PM »
Yeah, add it to the "weapons" section of the json seen here for Krav Maga.

Offline Taberone

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Re: How easy would it be to make custom professions?
« Reply #17 on: November 07, 2016, 03:37:05 AM »


What exactly is causing this? It can't be that I have two folders under data/mods named Touhou or anything since I only have one. I do have a .txt file in the Touhou folder that keeps track of the mod's features and things to do next, though. Is that causing it?
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Offline Coolthulhu

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Re: How easy would it be to make custom professions?
« Reply #18 on: November 08, 2016, 06:50:56 PM »
You could have a duplicate file defining the mod.
For example, you may have a backup of the file somewhere.

Try to find all files in the whole directory "data" that have "Touhou" anywhere in their content.

Offline Taberone

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Re: How easy would it be to make custom professions?
« Reply #19 on: November 26, 2016, 06:36:49 AM »
Added in a new UPS-powered, laser shooting rifle with an integrated bayonet (One already exists in the vanilla game so I'm using that) as a built in modification. Tested it out and discovered that attempting to melee stuff with the integrated bayonet, even with 10 in all skills and 20 in all stats, results in "You swing wildly and miss" or "Your torso encumbrance throws you off balance" messages (21 Encumbrance). What exactly is causing the bayonet to be so inaccurate?

For reference, this is the vanilla "Integrated Bayonet" mod that the new rifle has, which can be seen here:

Code: [Select]
{
    "id": "inter_bayonet",
    "type": "GUNMOD",
    "name": "integrated bayonet",
    "description": "This is the bayonet integrated in the firearm.",
    "weight": 1,
    "volume": 1,
    "price": 4000,
    "to_hit": -1,
    "cutting": 10,
    "material": [ "steel" ],
    "symbol": ":",
    "color": "light_gray",
    "location": "underbarrel",
    "mod_targets": [ "shotgun", "rifle" ],
    "dispersion_modifier": 10,
    "mode_modifier": [ [ "REACH", "bayonet", 2, [ "MELEE" ] ] ],
    "flags": [ "SLOW_WIELD", "IRREMOVABLE", "STAB" ]
  },
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Offline Noctifer

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Re: How easy would it be to make custom professions?
« Reply #20 on: November 26, 2016, 08:58:42 AM »
Is your target small? Size target is a factor.
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Offline Coolthulhu

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Re: How easy would it be to make custom professions?
« Reply #21 on: November 26, 2016, 09:07:32 AM »
Shouldn't be that much of a factor.

Attacking something with debug mode on should print data about rolls. Check if they aren't stupidly low.

Offline Taberone

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Re: How easy would it be to make custom professions?
« Reply #22 on: November 26, 2016, 05:18:11 PM »


Doesn't always print that on a miss, for some reason. Even with a debugged character, I still keep missing the occasional bayonet strike due to torso encumbrance or feinting.



It prints something about a hit roll more often if I hit the target for some reason.

To clarify, the bayonet doesn't miss every single time, but it does miss a noticeable amount of times, even with 20 in all stats in 10 in all skills. I've tested it against NPCs, regular zombies, and zombie children and it actually hit them most of the time, but occasionally missed. When I tried it late at night yesterday, however, every attack seemed to miss due to bad luck or something. I probably gave up too early yesterday.

Also, is there any way to make a version of the Finger Laser CBM that fires in bursts? I have this so far, and it still only fires one at a time:

Code: (Bionics.json) [Select]
{
    "id": "bio_reisen",
    "type": "bionic",
    "name": "Finger Gun CBM",
    "description": "You have the ability to shoot danmaku from your fingers.",
    "occupied_bodyparts": [ [ "HAND_R", 1 ] ],
    "act_cost": 25,
    "fake_item": "bio_reisen_gun",
    "gun_bionic": true
  }
Code: (Bio.json) [Select]
{
    "id": "bio_reisen_gun",
    "type": "GUN",
    "name": "finger gun",
    "description": "this a pseudo item",
    "volume": 12,
    "price": 0,
    "material": [ "steel", "plastic" ],
    "symbol": "(",
    "color": "magenta",
    "skill": "pistol",
    "range": 30,
    "ranged_damage": 22,
    "pierce": 15,
    "dispersion": 10,
    "durability": 10,
"burst": 5,
    "reload": 0,
    "ammo_effects": [ "LASER" ],
    "flags": [  "BURST_ONLY", "NEVER_JAMS", "TRADER_AVOID" ]
  }
« Last Edit: November 26, 2016, 05:23:13 PM by Taberone »
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Offline Noctifer

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Re: How easy would it be to make custom professions?
« Reply #23 on: November 26, 2016, 06:31:43 PM »
Try using "auto" instead of "burst". Look for the minigun in the json files of the game for reference.
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Offline Taberone

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Re: Touhou-related Mod Questions
« Reply #24 on: February 03, 2017, 04:15:22 AM »
Not sure if I'll ever actually get to it anytime soon (Still have to finish the actual professions when I get to them), but how would I go about with adding in new monsters and locations?
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