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Author Topic: [Solved] Editing Reactions & Body Parts  (Read 2469 times)

Fi

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[Solved] Editing Reactions & Body Parts
« on: November 23, 2019, 10:45:52 pm »

Hello,

There are a few things I wanted to change about my world—well, for the Adventurer and Dragons in particular. About the Adventurer, I found the pre-existing Reactions for refitting to be insufficient since it seems to be lacking certain pieces of armor and clothing. I have been researching ways to properly edit Reactions, and I stumbled upon this particular comment that seems to have what I am seeking. I did not like the idea of using gems to refit gear nor the idea behind having no skill tied to those reasons, so I changed them from this...

Code: (Default Reactions for Refitting) [Select]
[REACTION:REFITTING_ADV]
[NAME:+-- Refitting --+]
[ADVENTURE_MODE_ENABLED]
[SKILL:KNAPPING]

[REACTION:REFIT_HELM_ADV]
[NAME:refit headwear]
[ADVENTURE_MODE_ENABLED]
[REAGENT:item:1:HELM:NONE:NONE:NONE]
[REAGENT:leather:1:SKIN_TANNED:NONE:NONE:NONE]
[PRODUCT:100:1:GET_ITEM_DATA_FROM_REAGENT:item:NONE]
[SKILL:ARMOR]

[REACTION:REFIT_GLOVES_ADV]
[NAME:refit gloves]
[ADVENTURE_MODE_ENABLED]
[REAGENT:first item:1:GLOVES:NONE:NONE:NONE]
[REAGENT:second item:1:GLOVES:NONE:NONE:NONE]
[REAGENT:leather:1:SKIN_TANNED:NONE:NONE:NONE]
[PRODUCT:100:1:GET_ITEM_DATA_FROM_REAGENT:first item:NONE]
[PRODUCT:100:1:GET_ITEM_DATA_FROM_REAGENT:second item:NONE]
[SKILL:ARMOR]

[REACTION:REFIT_ARMOR_ADV]
[NAME:refit bodywear]
[ADVENTURE_MODE_ENABLED]
[REAGENT:item:1:ARMOR:NONE:NONE:NONE]
[REAGENT:leather:1:SKIN_TANNED:NONE:NONE:NONE]
[PRODUCT:100:1:GET_ITEM_DATA_FROM_REAGENT:item:NONE]
[SKILL:ARMOR]

[REACTION:REFIT_PANTS_ADV]
[NAME:refit legwear]
[ADVENTURE_MODE_ENABLED]
[REAGENT:item:1:PANTS:NONE:NONE:NONE]
[REAGENT:leather:1:SKIN_TANNED:NONE:NONE:NONE]
[PRODUCT:100:1:GET_ITEM_DATA_FROM_REAGENT:item:NONE]
[SKILL:ARMOR]

[REACTION:REFIT_SHOES_ADV]
[NAME:refit footwear]
[ADVENTURE_MODE_ENABLED]
[REAGENT:first item:1:SHOES:NONE:NONE:NONE]
[REAGENT:second item:1:SHOES:NONE:NONE:NONE]
[REAGENT:leather:1:SKIN_TANNED:NONE:NONE:NONE]
[PRODUCT:100:1:GET_ITEM_DATA_FROM_REAGENT:first item:NONE]
[PRODUCT:100:1:GET_ITEM_DATA_FROM_REAGENT:second item:NONE]
[SKILL:ARMOR]

...which led to a "MISSING REACTION DEFINITION" error upon attempting to load my Adventurer's world which I thankfully backed up before I made those changes. This gave me the impression that I am unable to change my Reactions for a pre-existing world. Is this true? Also, I am unsure if '[REACTION:REFIT_ARMOR_ADV]' covers normal clothing as well such as dresses and robes. If the above Reactions are correct, is there a way I can make them and any other new Reactions I add work without generating a new world?



Regarding body parts, I found it to be very strange that dragons cannot climb structures when that is what they are shown to do in other works of fiction by sinking their claws into the earth or into structures, cannot open doors (the unique intelligent dragons should at least be capable of this ability), cannot butcher/consume/devour any body parts they tear asunder, and cannot fly which I accepted due to realizing that various subspecies of dragons exist, and the common subspecies of dragons and cave dragons depicted in the wiki respectively seem to be the Drake or Lung Dragon and what appears to be a Lung Dragon or Lindwurm that possesses wings incapable of allowing them to fly due to what may be the cause of their adaptation to a cave lifestyle. Hydras are... well... hydras.

In spite of everything I mentioned about dragons, I did some research on it alongside Reactions and learned a bit of what I could understand from this thread and this particular comment that I can change or add tokens to their body parts to allow them to grasp things; however, since dragons are labeled as quadrupeds, I have to make a new classification for them to prevent every quadruped that is not a dragon from being able to grasp items, terrain, and walls.

Do I need to create a '[BODY:DRAGON]' with body parts for every '[BODY:QUADRUPED_???]' provided below from 'body_default.txt'?

Code: (Bodies & Body Parts of Quadrupeds) [Select]
[BODY:QUADRUPED]
[BP:UB:upper body:upper bodies][UPPERBODY][CATEGORY:BODY_UPPER]
[DEFAULT_RELSIZE:1000]
[BP:LB:lower body:lower bodies][CON:UB][LOWERBODY][CATEGORY:BODY_LOWER]
[DEFAULT_RELSIZE:1000]
[BP:HD:head:STP][CON:UB][HEAD][CATEGORY:HEAD]
[DEFAULT_RELSIZE:300]
[BP:RA:right front leg:STP][CON:UB][LIMB][RIGHT][CATEGORY:LEG_FRONT]
[DEFAULT_RELSIZE:900]
[BP:LA:left front leg:STP][CON:UB][LIMB][LEFT][CATEGORY:LEG_FRONT]
[DEFAULT_RELSIZE:900]
[BP:RH:right front foot:right front feet][CON:RA][STANCE][RIGHT][CATEGORY:FOOT_FRONT]
[DEFAULT_RELSIZE:120]
[BP:LH:left front foot:left front feet][CON:LA][STANCE][LEFT][CATEGORY:FOOT_FRONT]
[DEFAULT_RELSIZE:120]
[BP:RL:right rear leg:STP][CON:LB][LIMB][RIGHT][CATEGORY:LEG_REAR]
[DEFAULT_RELSIZE:900]
[BP:LL:left rear leg:STP][CON:LB][LIMB][LEFT][CATEGORY:LEG_REAR]
[DEFAULT_RELSIZE:900]
[BP:RF:right rear foot:right rear feet][CON:RL][STANCE][RIGHT][CATEGORY:FOOT_REAR]
[DEFAULT_RELSIZE:120]
[BP:LF:left rear foot:left rear feet][CON:LL][STANCE][LEFT][CATEGORY:FOOT_REAR]
[DEFAULT_RELSIZE:120]

[BODY:QUADRUPED_NECK_FRONT_GRASP]
[BP:UB:upper body:upper bodies][UPPERBODY][CATEGORY:BODY_UPPER]
[DEFAULT_RELSIZE:1000]
[BP:LB:lower body:lower bodies][CON:UB][LOWERBODY][CATEGORY:BODY_LOWER]
[DEFAULT_RELSIZE:1000]
[BP:NK:neck:STP][CON:UB][CATEGORY:NECK]
[DEFAULT_RELSIZE:150]
[BP:HD:head:STP][CON:NK][HEAD][CATEGORY:HEAD]
[DEFAULT_RELSIZE:300]
[BP:RA:right front leg:STP][CON:UB][LIMB][RIGHT][CATEGORY:LEG_FRONT]
[DEFAULT_RELSIZE:900]
[BP:LA:left front leg:STP][CON:UB][LIMB][LEFT][CATEGORY:LEG_FRONT]
[DEFAULT_RELSIZE:900]
[BP:RH:right front foot:right front feet][CON:RA][STANCE][GRASP][RIGHT][CATEGORY:FOOT_FRONT]
[DEFAULT_RELSIZE:120]
[BP:LH:left front foot:left front feet][CON:LA][STANCE][GRASP][LEFT][CATEGORY:FOOT_FRONT]
[DEFAULT_RELSIZE:120]
[BP:RL:right rear leg:STP][CON:LB][LIMB][RIGHT][CATEGORY:LEG_REAR]
[DEFAULT_RELSIZE:900]
[BP:LL:left rear leg:STP][CON:LB][LIMB][LEFT][CATEGORY:LEG_REAR]
[DEFAULT_RELSIZE:900]
[BP:RF:right rear foot:right rear feet][CON:RL][STANCE][RIGHT][CATEGORY:FOOT_REAR]
[DEFAULT_RELSIZE:120]
[BP:LF:left rear foot:left rear feet][CON:LL][STANCE][LEFT][CATEGORY:FOOT_REAR]
[DEFAULT_RELSIZE:120]

[BODY:QUADRUPED_NECK]
[BP:UB:upper body:upper bodies][UPPERBODY][CATEGORY:BODY_UPPER]
[DEFAULT_RELSIZE:1000]
[BP:LB:lower body:lower bodies][CON:UB][LOWERBODY][CATEGORY:BODY_LOWER]
[DEFAULT_RELSIZE:1000]
[BP:NK:neck:STP][CON:UB][CATEGORY:NECK]
[DEFAULT_RELSIZE:150]
[BP:HD:head:STP][CON:NK][HEAD][CATEGORY:HEAD]
[DEFAULT_RELSIZE:300]
[BP:RA:right front leg:STP][CON:UB][LIMB][RIGHT][CATEGORY:LEG_FRONT]
[DEFAULT_RELSIZE:900]
[BP:LA:left front leg:STP][CON:UB][LIMB][LEFT][CATEGORY:LEG_FRONT]
[DEFAULT_RELSIZE:900]
[BP:RH:right front foot:right front feet][CON:RA][STANCE][RIGHT][CATEGORY:FOOT_FRONT]
[DEFAULT_RELSIZE:120]
[BP:LH:left front foot:left front feet][CON:LA][STANCE][LEFT][CATEGORY:FOOT_FRONT]
[DEFAULT_RELSIZE:120]
[BP:RL:right rear leg:STP][CON:LB][LIMB][RIGHT][CATEGORY:LEG_REAR]
[DEFAULT_RELSIZE:900]
[BP:LL:left rear leg:STP][CON:LB][LIMB][LEFT][CATEGORY:LEG_REAR]
[DEFAULT_RELSIZE:900]
[BP:RF:right rear foot:right rear feet][CON:RL][STANCE][RIGHT][CATEGORY:FOOT_REAR]
[DEFAULT_RELSIZE:120]
[BP:LF:left rear foot:left rear feet][CON:LL][STANCE][LEFT][CATEGORY:FOOT_REAR]
[DEFAULT_RELSIZE:120]

[BODY:QUADRUPED_NECK_HOOF]
[BP:UB:upper body:upper bodies][UPPERBODY][CATEGORY:BODY_UPPER]
[DEFAULT_RELSIZE:1000]
[BP:LB:lower body:lower bodies][CON:UB][LOWERBODY][CATEGORY:BODY_LOWER]
[DEFAULT_RELSIZE:1000]
[BP:NK:neck:STP][CON:UB][CATEGORY:NECK]
[DEFAULT_RELSIZE:150]
[BP:HD:head:STP][CON:NK][HEAD][CATEGORY:HEAD]
[DEFAULT_RELSIZE:300]
[BP:RA:right front leg:STP][CON:UB][LIMB][RIGHT][CATEGORY:LEG_FRONT]
[DEFAULT_RELSIZE:900]
[BP:LA:left front leg:STP][CON:UB][LIMB][LEFT][CATEGORY:LEG_FRONT]
[DEFAULT_RELSIZE:900]
[BP:RH:right front hoof:right front hooves][CON:RA][STANCE][RIGHT][CATEGORY:HOOF_FRONT]
[DEFAULT_RELSIZE:120]
[BP:LH:left front hoof:left front hooves][CON:LA][STANCE][LEFT][CATEGORY:HOOF_FRONT]
[DEFAULT_RELSIZE:120]
[BP:RL:right rear leg:STP][CON:LB][LIMB][RIGHT][CATEGORY:LEG_REAR]
[DEFAULT_RELSIZE:900]
[BP:LL:left rear leg:STP][CON:LB][LIMB][LEFT][CATEGORY:LEG_REAR]
[DEFAULT_RELSIZE:900]
[BP:RF:right rear hoof:right rear hooves][CON:RL][STANCE][RIGHT][CATEGORY:HOOF_REAR]
[DEFAULT_RELSIZE:120]
[BP:LF:left rear hoof:left rear hooves][CON:LL][STANCE][LEFT][CATEGORY:HOOF_REAR]
[DEFAULT_RELSIZE:120]

Also, there seems to be unique dragons in a 'creatures_' file that have their own flags—one of which I will provide as an example below. Do I need to change their '[BODY:QUADRUPED_NECK]' and '[APPLY_CREATURE_VARIATION:STANDARD_QUADRUPED_GAIT]' as well to reflect the new '[BODY:DRAGON]' classification(s), or is the latter not something I need to worry about changing since it has to do with gaits and not body parts?

Code: (Example of an Unique Dragon) [Select]
[CREATURE:SILVER_DRAGON]
[DESCRIPTION:A gigantic silvery reptilian beast that speaks. Mythical and enchanted. Knower of the secrets of fire. Silver Dragons can live forever.]
[NAME:silver dragon:silver dragons:draconic]
[CASTE_NAME:silver dragon:silver dragons:draconic]
[CREATURE_TILE:'D'][COLOR:2:0:0]
============================================================================================================
[PET_EXOTIC][TRAINABLE][MOUNT_EXOTIC][EQUIPS][PETVALUE:18999]
[BIOME:ANY_LAND][GOOD][AT_PEACE_WITH_WILDLIFE]
[INTELLIGENT][BENIGN]
[SUPERNATURAL][POWER][FANCIFUL]
[FREQUENCY:20]
[BONECARN]
[LARGE_ROAMING]
============================================================================================================
[GENERAL_MATERIAL_FORCE_MULTIPLIER:1:3]
[MATERIAL_FORCE_MULTIPLIER:INORGANIC:DARKNESS:100:1]
[LOW_LIGHT_VISION:10000]
============================================================================================================
[NONAUSEA][NO_FEVERS][NO_DIZZINESS][MAGMA_VISION]
[USE_MATERIAL_TEMPLATE:BONE:BONE_STRONG_TEMPLATE]
[USE_MATERIAL_TEMPLATE:MUSCLE:TOUGHMUSCLE_TEMPLATE]
[SELECT_TISSUE_LAYER:ALL]
[TL_HEALING_RATE:150]
### Lair Package ##=========================================================================================
[ATTACK_TRIGGER:95:100000:100000]
[LAIR:WILDERNESS_LOCATION:30]
[LAIR:SHRINE:70]
[HABIT_NUM:TEST_ALL]
[HABIT:COLLECT_WEALTH:100]
============================================================================================================
[PHYS_ATT_RANGE:STRENGTH:3250:3500:3750:4000:4250:4500:5000]
[PHYS_ATT_RANGE:RECUPERATION:3100:3200:3300:3400:3500:4550:4950]   
[MENT_ATT_RANGE:WILLPOWER:3000:3500:3750:4000:4250:4500:5000]       
[MENT_ATT_RANGE:CREATIVITY:3000:3500:3750:4000:4250:4500:5000]             
[MENT_ATT_RANGE:INTUITION:4000:4500:4600:4700:4800:4900:5000]               
[MENT_ATT_RANGE:MEMORY:4000:4500:4800:5000:5000:5000:5000]             
[MENT_ATT_RANGE:EMPATHY:2750:3500:3750:4000:4250:4500:4750]
[MENT_ATT_RANGE:SOCIAL_AWARENESS:2750:3500:3750:4000:4250:4500:4750]
====================================================================================================
[NATURAL_SKILL:SNEAK:6]
[NATURAL_SKILL:BITE:6]
[NATURAL_SKILL:GRASP_STRIKE:6]
[NATURAL_SKILL:RANGED_COMBAT:6]
[NATURAL_SKILL:MELEE_COMBAT:6]
[NATURAL_SKILL:DODGING:6]
[NATURAL_SKILL:SITUATIONAL_AWARENESS:8]
[NATURAL_SKILL:READING:10]
    [NATURAL_SKILL:WRITING:10]
[NATURAL_SKILL:PROSE:10]
[NATURAL_SKILL:POETRY:14]
[NATURAL_SKILL:COMEDY:14]
[NATURAL_SKILL:RECORD_KEEPING:14]
[NATURAL_SKILL:TEACHING:10]
[NATURAL_SKILL:LEADERSHIP:6]
[NATURAL_SKILL:TRACKING:6]
[NATURAL_SKILL:HERBALISM:6]
[NATURAL_SKILL:ANIMALTRAIN:8]
[NATURAL_SKILL:ANIMALCARE:8]
[NATURAL_SKILL:ALCHEMY:6]
[NATURAL_SKILL:CONVERSATION:14]
[NATURAL_SKILL:DISCIPLINE:9]
===========================================================================================================
[FIREIMMUNE_SUPER]
[MEGABEAST][DIFFICULTY:10]
    [TRAPAVOID]
[SPHERE:FIRE]
[SPHERE:WEALTH]
[SPHERE:WAR]
[SPHERE:RAINBOWS]
[NOFEAR][NOEXERT]
[BUILDINGDESTROYER:2]
[GRASSTRAMPLE:5]
[PREFSTRING:mystical ways]
[PREFSTRING:cunning and strength]
[PREFSTRING:silver scales]
### Personality Pack by GM-X ###=========================================================================================
[PERSONALITY:ABSTRACT_INCLINED:20:75:100]
[PERSONALITY:ART_INCLINED:10:75:100]
[PERSONALITY:CURIOUS:25:75:100]
[PERSONALITY:PRIDE:10:45:90]
[PERSONALITY:VANITY:0:55:90]
============================================================================================================
    [PERSONALITY:BRAVERY:80:90:100]
    [PERSONALITY:CONFIDENCE:80:90:100]
    [PERSONALITY:SINGLEMINDED:0:55:90]
============================================================================================================
[PERSONALITY:ANGER_PROPENSITY:25:75:75]
[PERSONALITY:HATE_PROPENSITY:15:50:65]
[PERSONALITY:VIOLENT:35:75:90]
[PERSONALITY:IMMODERATION:50:75:100]
[PERSONALITY:EXCITEMENT_SEEKING:40:60:80]
[PERSONALITY:CHEER_PROPENSITY:0:65:75]
[PERSONALITY:ALTRUISM:0:25:50]
[PERSONALITY:IMMODESTY:10:60:70]
[PERSONALITY:CRUELTY:15:40:60]
[PERSONALITY:SWAYED_BY_EMOTIONS:0:10:65]
[PERSONALITY:TOLERANT:0:15:60]
============================================================================================================
    [PERSONALITY:BRAVERY:35:55:100]
    [PERSONALITY:PRIDE:35:50:75]
    [PERSONALITY:CONFIDENCE:40:90:100]
[PERSONALITY:VENGEFUL:50:90:100]
    [PERSONALITY:SINGLEMINDED:44:66:100]
[PERSONALITY:ACTIVITY_LEVEL:10:90:100]
[PERSONALITY:THOUGHTLESSNESS:10:66:100]
[PERSONALITY:ACTIVITY_LEVEL:10:90:100]
[PERSONALITY:GREED:25:55:75]
============================================================================================================
[APPLY_CREATURE_VARIATION:ZDRAGON]
[BODY:QUADRUPED_NECK:TAIL:2EYES:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:SKULL:4TOES_FQ_REG:4TOES_RQ_REG:MOUTH:TONGUE:GENERIC_TEETH_WITH_LARGE_EYE_TEETH:RIBCAGE]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[REMOVE_MATERIAL:SKIN]
[REMOVE_MATERIAL:LEATHER]
[REMOVE_MATERIAL:HAIR]
[USE_MATERIAL_TEMPLATE:SCALE:SCALE_TEMPLATE]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[REMOVE_TISSUE:SKIN]
[REMOVE_TISSUE:HAIR]
[USE_TISSUE_TEMPLATE:SCALE:SCALE_TEMPLATE]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SCALE:FAT:MUSCLE:BONE:CARTILAGE]
[USE_MATERIAL_TEMPLATE:CLAW:NAIL_TEMPLATE]
[USE_TISSUE_TEMPLATE:CLAW:CLAW_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:TOE:CLAW:FRONT]
[BODY_DETAIL_PLAN:LEATHERY_EGG_MATERIALS]
============================================================================================================
[SELECT_MATERIAL:HEART]
[REACTION_CLASS:SEMIMEGAHEART]
============================================================================================================
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[PLUS_TISSUE_LAYER:SCALE:BY_CATEGORY:THROAT]
[TL_MAJOR_ARTERIES]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
[HAS_NERVES]
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[CREATURE_CLASS:NO_POISON]
[GETS_INFECTIONS_FROM_ROT]
[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]
=========================================================================================================
[CHILD:8]
[BODY_SIZE:0:0:6000]
[BODY_SIZE:333:0:25000000]
[BODY_SIZE:999:0:39502950]
[BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
====================================================================================================
[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_CANLATCH]
[ATTACK:CLAW:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:STANCE:BY_CATEGORY:ALL:CLAW]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:claw:claws]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:MAIN]
====================================================================================================
[ALL_ACTIVE]
=========================================================================================================
[SMELL_TRIGGER:30]
[APPLY_CREATURE_VARIATION:STANDARD_FLYING_GAITS:900:691:482:251:1900:2900] 35 kph
[APPLY_CREATURE_VARIATION:STANDARD_QUADRUPED_GAITS:900:730:561:351:1900:2900] 25 kph
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:2990:2257:1525:731:4300:6100] 12 kph
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:2990:2257:1525:731:4300:6100] 12 kph
[SWIMS_INNATE]
=========================================================================================================
[HOMEOTHERM:10040]
[CASTE:FEMALE]
[FEMALE]
[LAYS_EGGS]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGGSHELL:SOLID]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGG_WHITE:LIQUID]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGG_YOLK:LIQUID]
[EGG_SIZE:1200]
[CLUTCH_SIZE:1:3]
[CASTE:MALE]
[MALE]
[SELECT_CASTE:ALL]
[SET_TL_GROUP:BY_CATEGORY:ALL:SCALE]
[TL_COLOR_MODIFIER:SILVER:1]
[TLCM_NOUN:scales:PLURAL]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:BLACK:1]
[TLCM_NOUN:eyes:PLURAL]
Need to make sure blood and pus aren't solid at regular temperatures.
[SELECT_MATERIAL:BLOOD]
[PLUS_MATERIAL:PUS]
[MELTING_POINT:10000]
============================================================================================================
[SELECT_MATERIAL:ALL]
[MULTIPLY_VALUE:15]
============================================================================================================


Lastly, similarly to Reactions, do I need to generate a new world to make these changes to the dragons fully functional? Thanks in advance to anyone willing to help me out with my confusion and lack of knowledge regarding raws.


(Update #1 - 11/25/19 - 11:54 AM - UTC-6)

Thanks to Nahere and kiwiphoenix, I think I understand the gist of what I need to do for new refitting reactions.

If anyone can provide some assistance for the "Body Parts" and "Dragons" section of this post, I would greatly appreciate it. ❦



(Update #1 - 11/29/19 - 1:14 AM - UTC-6)

After about a week of lonesome research and testing which fortunately led to success, I discovered that adding a new 'BODY' entry to the raws and changing creatures from a pre-existing world to use that new 'BODY' entry does not require a new world or world regeneration—thankfully.

Feel free to use the above refitting reactions and the '[BODY:DRAGON]' at your own leisure. From what I tested of the reactions, they serve me quite well for refitting every piece of armor and every article of clothing important to my Adventurer.

I guess the next thing I need to learn is this so called DFHack Sorcery to alter reactions in my pre-existing world.



(E: Smoothed out and added forgotten text and another link.)
(E2: Changed the raws' spoiler tags to code tags.)
(E3: Fixed a few errors I missed within the reactions' tokens for refitting after testing them.)
« Last Edit: November 29, 2019, 02:41:49 am by Fi »
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Nahere

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Re: Editing Reactions & Body Parts
« Reply #1 on: November 23, 2019, 11:46:35 pm »

For the reactions, you cannot create any new raw entry without generating a new world. What you can do is overwrite existing ones instead. For example, you could replace some of the alloy making reactions you don't tend to use with your refitting reactions like so:
Code: [Select]
[REACTION:STERLING_SILVER_MAKING]
   [NAME:refit breastplate]
   [ADVENTURE_MODE_ENABLED]
   [REAGENT:armor:1:ARMOR:ITEM_ARMOR_BREASTPLATE:NONE:NONE]
   [REAGENT:leather:1:SKIN_TANNED:NONE:NONE:NONE:NONE]
   [PRODUCT:100:1:ARMOR:ITEM_ARMOR_BREASTPLATE:GET_MATERIAL_FROM_REAGENT:armor:NONE]
   [SKILL:ARMOR]
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Fi

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Re: Editing Reactions & Body Parts
« Reply #2 on: November 24, 2019, 12:48:01 am »

For the reactions, you cannot create any new raw entry without generating a new world. What you can do is overwrite existing ones instead. For example, you could replace some of the alloy making reactions you don't tend to use with your refitting reactions like so:
Code: [Select]
[REACTION:STERLING_SILVER_MAKING]
   [NAME:refit breastplate]
   [ADVENTURE_MODE_ENABLED]
   [REAGENT:armor:1:ARMOR:ITEM_ARMOR_BREASTPLATE:NONE:NONE]
   [REAGENT:leather:1:SKIN_TANNED:NONE:NONE:NONE:NONE]
   [PRODUCT:100:1:ARMOR:ITEM_ARMOR_BREASTPLATE:GET_MATERIAL_FROM_REAGENT:armor:NONE]
   [SKILL:ARMOR]

Ohh, so that is how editing Reactions works for existing worlds. Thank you!

I noticed you kept the 'NAME' but changed the tokens beneath it. Is that what Dwarf Fortress validates for existing worlds before letting a player open those worlds? If so, am I able to change the flags below one of the default reactions such as '[REACTION:REFIT_BREASTPLATE_ADV]' to this below?

Code: [Select]
[REACTION:REFIT_BREASTPLATE_ADV]
   [NAME:refit bodywear]
   [ADVENTURE_MODE_ENABLED]
   [REAGENT:armor:1:ARMOR:NONE:NONE:NONE]
   [REAGENT:leather:1:SKIN_TANNED:NONE:NONE:NONE:NONE]
   [PRODUCT:100:1:GET_ITEM_DATA_FROM_REAGENT:item:NONE]
   [SKILL:ARMOR]

If I can help it, I do not want to use the default refitting tokens hence the updated refitting tokens since the former does not cover a variety of armor and clothing within 'x' (I tried to refit a robe under 'Breastplate' then 'Leather Armor', but the robe would not appear under either of them).
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Nahere

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Re: Editing Reactions & Body Parts
« Reply #3 on: November 24, 2019, 02:43:09 am »

Yeah, I just opened the wrong spoiler when I was constructing that example.

The [REACTION:WHATEVER] bit is the ID for the reaction. Changing the ID in any fashion will cause problems in an extant world, which is why you need to rewrite an existing reaction, as opposed to removing and replacing one.
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kiwiphoenix

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Re: Editing Reactions & Body Parts
« Reply #4 on: November 24, 2019, 02:22:04 pm »

If you're going to be doing much modding, a good habit to get into is adding a bunch of placeholder reactions to something useless.

I always put 50 blank reactions in the Soap Maker that don't actually do anything.
This way, it's easy to add reactions to an existing world. :) Or to cheat in free resources for easy testing.
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Nahere

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Re: Editing Reactions & Body Parts
« Reply #5 on: November 24, 2019, 02:40:02 pm »

I always put 50 blank reactions in the Soap Maker that don't actually do anything.
You don't actually need to add them to a workshop. Just make sure whatever entity you're playing as has access to them and you can add in a workshop later.
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Fi

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Re: Editing Reactions & Body Parts
« Reply #6 on: November 24, 2019, 04:28:14 pm »

Yeah, I just opened the wrong spoiler when I was constructing that example.

The [REACTION:WHATEVER] bit is the ID for the reaction. Changing the ID in any fashion will cause problems in an extant world, which is why you need to rewrite an existing reaction, as opposed to removing and replacing one.

Thank you very much again. ❦

That covers my inquiries about pre-existing worlds and world generation for Reactions. I suppose it makes sense that they work that way, but I do wonder why Dwarf Fortress's worlds can handle the changing of the tokens beneath IDs but not the IDs themselves.

Oh, and apologies about the raws being in spoilers instead of code blocks. I did not want to overload my post with long strings of raws that might make it a pain for others to read.

If you're going to be doing much modding, a good habit to get into is adding a bunch of placeholder reactions to something useless.

I always put 50 blank reactions in the Soap Maker that don't actually do anything.
This way, it's easy to add reactions to an existing world. :) Or to cheat in free resources for easy testing.
I always put 50 blank reactions in the Soap Maker that don't actually do anything.
You don't actually need to add them to a workshop. Just make sure whatever entity you're playing as has access to them and you can add in a workshop later.

What would be an example of a placeholder reaction, and how would I add those placeholder reactions to my list of reactions and ensure my chosen entity can access them without confining them to a workshop? (I assume "Refitting" and "Cooking" are examples of a workshop.)

Thank you for that suggestion, kiwiphoenix. ❦

Also, apologies for the late responses. The forums seemed to have encountered another "504 Bad Gateway" problem, so I could not check this thread yesterday.
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Nahere

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Re: Editing Reactions & Body Parts
« Reply #7 on: November 24, 2019, 06:06:04 pm »

Oh, and apologies about the raws being in spoilers instead of code blocks. I did not want to overload my post with long strings of raws that might make it a pain for others to read.


What would be an example of a placeholder reaction, and how would I add those placeholder reactions to my list of reactions and ensure my chosen entity can access them without confining them to a workshop? (I assume "Refitting" and "Cooking" are examples of a workshop.)
The code tags will add a scrollbar if it gets too long, which is one reason I use them (the other is that LEFT and RIGHT are body tokens but are also BBCode tags).

For a placeholder reaction, something like this should work:
Code: (reaction_placeholder.txt) [Select]
reaction_placeholder

[OBJECT:REACTION]

[REACTION:PLACEHOLDER_1]
[REACTION:PLACEHOLDER_2]
[REACTION:PLACEHOLDER_3]
[REACTION:PLACEHOLDER_4]
[REACTION:PLACEHOLDER_5]
[REACTION:PLACEHOLDER_6]
[REACTION:PLACEHOLDER_7]
[REACTION:PLACEHOLDER_8]
[REACTION:PLACEHOLDER_9]
[REACTION:PLACEHOLDER_10]
Then add [PERMITTED_REACTION:PLACEHOLDER_1] etc. to the entity you're planning to play in fort mode. If you're only planning to play in adventure mode, you can skip the entity stuff. For example, to add those reactions to the dwarves, you would open entity_default.txt, and add the permitted reactions to the MOUNTAIN entity (the first one in the file).
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Fi

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Re: Editing Reactions & Body Parts
« Reply #8 on: November 24, 2019, 07:01:20 pm »

The code tags will add a scrollbar if it gets too long, which is one reason I use them (the other is that LEFT and RIGHT are body tokens but are also BBCode tags).

Huh. That is convenient.

I did not know code blocks did that, and that probably would explain why that one specific spoiler tag for the quadrupeds caused a few of its tokens to veer off to the far right.

For a placeholder reaction, something like this should work:
Code: (reaction_placeholder.txt) [Select]
reaction_placeholder

[OBJECT:REACTION]

[REACTION:PLACEHOLDER_1]
[REACTION:PLACEHOLDER_2]
[REACTION:PLACEHOLDER_3]
[REACTION:PLACEHOLDER_4]
[REACTION:PLACEHOLDER_5]
[REACTION:PLACEHOLDER_6]
[REACTION:PLACEHOLDER_7]
[REACTION:PLACEHOLDER_8]
[REACTION:PLACEHOLDER_9]
[REACTION:PLACEHOLDER_10]
Then add [PERMITTED_REACTION:PLACEHOLDER_1] etc. to the entity you're planning to play in fort mode. If you're only planning to play in adventure mode, you can skip the entity stuff. For example, to add those reactions to the dwarves, you would open entity_default.txt, and add the permitted reactions to the MOUNTAIN entity (the first one in the file).

I wish I knew about this before I started my first adventure, but I suppose I cannot expect to know such things about a game I have not played more than once. Well, at least I have something to look forward to doing whenever my first Adventurer dies.

About those '[REACTION:PLACEHOLDER]' tokens, will Dwarf Fortress's worlds generated with them recognize them as IDs whose names after '[REACTION:' I cannot change or IDs whose names I can change unlike the reactions that have be implemented to have a function? Also, I assume I can safely move those placeholders under a workshop such as... Alchemy, Cooking, Decorating, Refitting, et cetera in a world that had been generated with them?

Despite my slight interest in Fortress Mode, I think that particular knowledge about the entity stuff will be useful for when I do decide to build a fortress to outfit and supply my Adventurers.
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Nahere

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Re: Editing Reactions & Body Parts
« Reply #9 on: November 24, 2019, 08:36:56 pm »

About those '[REACTION:PLACEHOLDER]' tokens, will Dwarf Fortress's worlds generated with them recognize them as IDs whose names after '[REACTION:' I cannot change or IDs whose names I can change unlike the reactions that have be implemented to have a function? Also, I assume I can safely move those placeholders under a workshop such as... Alchemy, Cooking, Decorating, Refitting, et cetera in a world that had been generated with them?
The IDs cannot be changed without doing some DFHack magic on the world save. Those reactions can be assigned to any workshop on this list, but adventurers can only build carpenter's workshops, and adventure mode reactions don't need a workshop anyway.
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Fi

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Re: Editing Reactions & Body Parts
« Reply #10 on: November 24, 2019, 11:52:26 pm »

The IDs cannot be changed without doing some DFHack magic on the world save. Those reactions can be assigned to any workshop on this list, but adventurers can only build carpenter's workshops, and adventure mode reactions don't need a workshop anyway.

Hm, I guess that means Alchemy, Cooking, Decorating, and Refitting are not "workshops" but anything with a crafting table is one since I do not see them listed within that link. This is a little bit more confusing than I thought it would be, but from what I understood, I just need to throw...

Code: [Select]
reaction_placeholder

[OBJECT:REACTION]

[REACTION:PLACEHOLDER_1]
[REACTION:PLACEHOLDER_2]
[REACTION:PLACEHOLDER_3]
[REACTION:PLACEHOLDER_4]
[REACTION:PLACEHOLDER_5]
[REACTION:PLACEHOLDER_6]
[REACTION:PLACEHOLDER_7]
[REACTION:PLACEHOLDER_8]
[REACTION:PLACEHOLDER_9]
[REACTION:PLACEHOLDER_10]

...anywhere within my 'reactions_whatever.txt' file (I have no idea if I need to create a new .txt file specifically for those reactions or throw them into an existing 'reactions_whatever.txt' file), generate a new world, check 'x' to make certain my Adventurer has access those placeholder reactions, open DFHack's console, type in some unknown mumbo-jumbo to rename the IDs '[REACTION:PLACEHOLDER_#]' into something recognizable in relation to what I want my Adventurer to utilize, save then close Dwarf Fortress, open 'reactions_whatever.txt', change the tokens below the renamed '[REACTION:WHATEVER]' to something I want my Adventurer to utilize, save then close 'reactions_whatever.txt', reopen Dwarf Fortress then my modded world, and viola—new crafting or refitting reactions.

Is the above the entire procedure to creating and altering placeholders?

Also, I took a look at one specific reactions file from which I copied and pasted my default refitting reactions, and I noticed that those refitting reactions do not have 'BUILDING' (workshop) tokens like the default 'reaction_adv_carpenter.txt' does for Adventure Mode—assuming the latter is for Adventure Mode because of the "adv".

I assume '[BUILDING:WHATEVER]' is required to make any reaction function even if it shows up under 'x'? I really do not understand what the 'NONE's are about after each token and if I have to match the same number of 'NONE's when creating new reactions; I thought about deleting them, but I have a feeling that they are required.
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Nahere

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Re: Editing Reactions & Body Parts
« Reply #11 on: November 25, 2019, 02:40:26 pm »

Hm, I guess that means Alchemy, Cooking, Decorating, and Refitting are not "workshops" but anything with a crafting table is one since I do not see them listed within that link. This is a little bit more confusing than I thought it would be, but from what I understood, I just need to throw...

Code: [Select]
reaction_placeholder

[OBJECT:REACTION]

[REACTION:PLACEHOLDER_1]
[REACTION:PLACEHOLDER_2]
[REACTION:PLACEHOLDER_3]
[REACTION:PLACEHOLDER_4]
[REACTION:PLACEHOLDER_5]
[REACTION:PLACEHOLDER_6]
[REACTION:PLACEHOLDER_7]
[REACTION:PLACEHOLDER_8]
[REACTION:PLACEHOLDER_9]
[REACTION:PLACEHOLDER_10]

...anywhere within my 'reactions_whatever.txt' file (I have no idea if I need to create a new .txt file specifically for those reactions or throw them into an existing 'reactions_whatever.txt' file), generate a new world, check 'x' to make certain my Adventurer has access those placeholder reactions, open DFHack's console, type in some unknown mumbo-jumbo to rename the IDs '[REACTION:PLACEHOLDER_#]' into something recognizable in relation to what I want my Adventurer to utilize, save then close Dwarf Fortress, open 'reactions_whatever.txt', change the tokens below the renamed '[REACTION:WHATEVER]' to something I want my Adventurer to utilize, save then close 'reactions_whatever.txt', reopen Dwarf Fortress then my modded world, and viola—new crafting or refitting reactions.

Is the above the entire procedure to creating and altering placeholders?
You don't need a new file, although it's good practice to put any additions in a separate file from the vanilla raws (also, if you do put that in a pre existing file, skip the first two lines, those are file headers).
Your adventurer will not have access to those reactions at first, they don't have ADVENTURE_MODE_ENABLED, nor do they have names to show up in your crafting list.
On a related note, there is no reason to change the PLACEHOLDER_# bit, it doesn't show up anywhere in game, the name of the reaction in your crafting list is given by the NAME token. Also if you're going to go the DFHack magic route then I'm pretty sure that would let you simply add new reactions to an existing world without needing placeholders, but you'll have to go elsewhere for advice. The people in the DFHack thread should be able to help.
Quote
Also, I took a look at one specific reactions file from which I copied and pasted my default refitting reactions, and I noticed that those refitting reactions do not have 'BUILDING' (workshop) tokens like the default 'reaction_adv_carpenter.txt' does for Adventure Mode—assuming the latter is for Adventure Mode because of the "adv".

I assume '[BUILDING:WHATEVER]' is required to make any reaction function even if it shows up under 'x'? I really do not understand what the 'NONE's are about after each token and if I have to match the same number of 'NONE's when creating new reactions; I thought about deleting them, but I have a feeling that they are required.
Adventure reactions don't need a BUILDING token, if they don't have one the reactions can simply be done anywhere.
DF expects REAGANT and PRODUCT tokens to have their arguments in a very particular order, do not remove the NONEs unless you know exactly what you are doing.
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Fi

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Re: Editing Reactions & Body Parts
« Reply #12 on: November 25, 2019, 06:00:04 pm »

You don't need a new file, although it's good practice to put any additions in a separate file from the vanilla raws (also, if you do put that in a pre existing file, skip the first two lines, those are file headers).
Your adventurer will not have access to those reactions at first, they don't have ADVENTURE_MODE_ENABLED, nor do they have names to show up in your crafting list.
On a related note, there is no reason to change the PLACEHOLDER_# bit, it doesn't show up anywhere in game, the name of the reaction in your crafting list is given by the NAME token. Also if you're going to go the DFHack magic route then I'm pretty sure that would let you simply add new reactions to an existing world without needing placeholders, but you'll have to go elsewhere for advice. The people in the DFHack thread should be able to help.
Quote

Ah, so 'PLACEHOLDER_#' is simply there to tell the Dwarf Fortress world created with them that there are however many placeholder slots available for reactions to be implemented into that world without regeneration being required, and I assume those placeholder reactions cannot be removed even if their slots have been filled with new reactions?

I think I may ask around about the DFHack wizardry route for future sessions of Dwarf Fortress after learning what I need to know from this post for my existing and next world. Knowing how to change such things without generating a new world would be incredibly convenient for cleaning or fixing mistakes, and I can see how it is good practice to put new reactions in their own .txt files for the sake of organization—keeping what is a mod and what is vanilla separate, so I will do that as well.

Adventure reactions don't need a BUILDING token, if they don't have one the reactions can simply be done anywhere.

Ohh, okay, so reactions that require a workshop—tempering metals as an example—will not function without the 'BUILDING' token, unless... Adventurers are still exempt from this, but Handicraft reactions—anything that can be crafted with only two hands and necessary reagents—do not require a 'BUILDING' token since the two brilliant creators of Dwarf Fortress did not assign them to a 'BUILDING' token?

DF expects REAGANT and PRODUCT tokens to have their arguments in a very particular order, do not remove the NONEs unless you know exactly what you are doing.

What exactly do the 'NONE's do, and how do I check what number of 'NONE's I need for a particular token and anything else that requires them?

You are probably tired of my questions by now, lol. I just want to make sure I know everything there is to know for this particular subject since this is my first time editing raws to fix what I believe should be standard.
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Nahere

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Re: Editing Reactions & Body Parts
« Reply #13 on: November 25, 2019, 06:13:52 pm »

Basically, yes.

All fortmode reactions need a building token, adventure mode reactions don't but can use one (although only carpenter's workshops are buildable in adventure mode).

I would recommend looking over the item and material token section on the reaction page, but basically item tokens always need two arguments and material tokens need two unless it's a creature material in which case it needs three. Any argument you don't want to specify (or that doesn't exist in the case of some hardcoded materials and items) must instead be a NONE.
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Fi

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Re: Editing Reactions & Body Parts
« Reply #14 on: November 28, 2019, 12:41:29 am »

Is there not a soul here that has knowledge to share pertaining to the "Dragons", "Body", and "Body Parts" section of the post? :-\


(E: Figured the '[BODY:DRAGON]' part of the post out on my own, fortunately and sadly. Read the bottom of the main post.)
« Last Edit: November 29, 2019, 02:28:05 am by Fi »
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