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Author Topic: An idea I've had for some time  (Read 1253 times)

Intro1827

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An idea I've had for some time
« on: March 17, 2012, 02:05:55 pm »

As someone who has never tried modding, but has gotten very frustrated navigating the caverns and the catacombs/sewers, I come bringing an idea, hoping someone can help me make it appear in my game: a way to craft items (potions?) from certain subterranean animals that make it possible for an adventurer to see in the dark. Maybe [EXTRAVISION] ?
As I said, no idea, never tried modding before.
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miauw62

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Re: An idea I've had for some time
« Reply #1 on: March 17, 2012, 02:24:10 pm »

As someone who has never tried modding, but has gotten very frustrated navigating the caverns and the catacombs/sewers, I come bringing an idea, hoping someone can help me make it appear in my game: a way to craft items (potions?) from certain subterranean animals that make it possible for an adventurer to see in the dark. Maybe [EXTRAVISION] ?
As I said, no idea, never tried modding before.

The syndrome would be quite simple, it would just be:
[SYNDROME]
   [SYN_INGESTED]
   [CE_ADD_TAG:EXTRAVISION]

not sure about the reaction tough.
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smokebubble

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Re: An idea I've had for some time
« Reply #2 on: March 17, 2012, 05:40:20 pm »

I thought [EXTRAVISION] only allows a creature to see without eyes. At least that's all the wiki says it can do.
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Warlord255

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Re: An idea I've had for some time
« Reply #3 on: March 17, 2012, 06:29:54 pm »

Glowing creatures/mats might work better, since light sources actually do stuff in Adventure mode, IIRC.
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Intro1827

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Re: An idea I've had for some time
« Reply #4 on: March 17, 2012, 06:38:33 pm »

GCS have [EXTRAVISION], but they do have eyes. Then again, Dralthas don't, so I'm not sure how they work.
Are there actually any light sources?

Also, would it be possible to add tags like [TAN_MAT], but completely new? So you could use one of several items in a reaction.
« Last Edit: March 18, 2012, 06:54:55 am by Intro1827 »
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Intro1827

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Re: An idea I've had for some time
« Reply #5 on: March 18, 2012, 11:54:32 am »

Anyone?
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Hugo_The_Dwarf

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Re: An idea I've had for some time
« Reply #6 on: March 18, 2012, 12:24:20 pm »

EXTRAVISION gives a second sight basically that is fixed for 20 tiles, where as EYES that have SIGHT can see farther with the VIEWRANGE tag

so eyes with a VIEWRANGE of 30 will allow the creature to see 30 tiles away, but if it's eyes are impaired/lost
then EXTRAVISION kicks in and allows it to see 20 tiles like normal even tho all it's primary SIGHT organs are gone

as for your TAN_MAT im slightly lost. you mean REACTION_CLASS(es) or HAS_MATERIAL_PRODUCT(s)?

Those tags go onto MATERIALS also there is a difference between the two tags

REACTION_CLASS just makes that type of material a target for reactions (INORANICS)
best used for reactions that don't require complex materials for GET_MATERIAL_FROM_REAGENT like booze from a plant
aka best used for: turning a rock into furniture (INORGANICs)

HAS_MATERIAL_PRODUCT gives that material another material (like your mentioned TAN_MAT)
this is used for complex material reactions like tanning (turning raw skin into leather)
Skin has a HAS_MATERIAL_PRODUCT:TAN_MAT(this is the ID):LOCAL_CREATURE_MAT(target material location):LEATHER(material)
Best used for generic conversions of a range of materials into another
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Quietust

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Re: An idea I've had for some time
« Reply #7 on: March 18, 2012, 12:32:48 pm »

REACTION_CLASS just makes that type of material a target for reactions (INORANICS)
best used for reactions that don't require complex materials for GET_MATERIAL_FROM_REAGENT like booze from a plant
aka best used for: turning a rock into furniture (INORGANICs)
INORGANIC is not a reaction class - FLUX, GYPSUM, and CAN_GLAZE are reaction classes, as are FAT, SOAP, TALLOW, MILK, CHEESE, and WAX.

HAS_MATERIAL_PRODUCT:TAN_MAT(this is the ID):LOCAL_CREATURE_MAT(target material location):LEATHER(material)
Strictly speaking, LOCAL_CREATURE_MAT:LEATHER is a single unit which specifies the material - it could just as easily be CREATURE_MAT:CAT:LEATHER, PLANT_MAT:MUSHROOM_HELMET_PLUMP:SEED, or INORGANIC:GYPSUM.
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Hugo_The_Dwarf

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Re: An idea I've had for some time
« Reply #8 on: March 18, 2012, 12:55:50 pm »

REACTION_CLASS just makes that type of material a target for reactions (INORANICS)
best used for reactions that don't require complex materials for GET_MATERIAL_FROM_REAGENT like booze from a plant
aka best used for: turning a rock into furniture (INORGANICs)
INORGANIC is not a reaction class - FLUX, GYPSUM, and CAN_GLAZE are reaction classes, as are FAT, SOAP, TALLOW, MILK, CHEESE, and WAX.

HAS_MATERIAL_PRODUCT:TAN_MAT(this is the ID):LOCAL_CREATURE_MAT(target material location):LEATHER(material)
Strictly speaking, LOCAL_CREATURE_MAT:LEATHER is a single unit which specifies the material - it could just as easily be CREATURE_MAT:CAT:LEATHER, PLANT_MAT:MUSHROOM_HELMET_PLUMP:SEED, or INORGANIC:GYPSUM.
Ah I meant it is best used for INORGANICs like giving MARBLE [REACTION_CLASS:FLUX] and the others you mentioned, since [REACTION_CLASS:XXXX] is a custom ID that can be whatever you want.

as for LOCAL_CREATURE_MAT that was a direct rip from vanilla raws I just commented it slightly. But you are right, but HAS_MATERIAL_PRODUCT works better for GET_MATERIAL_FROM_REAGENT reactions then REACTION_CLASS because just slapping [REACTION_CLASS:BOOZE_PLANT] onto a plant then using
PRODUCT:100:5:DRINK:NONE:GET_MATERIAL_FROM_REACTION:plant:NONE will give you "generic drink"

where as using a MATERIAL_PRODUCT:BOOZE_MAT:LOCAL_PLANT_MAT:DRINK inside the plant then using
PRODUCT:100:5:DRINK:NONE:GET_MATERIAL_FROM_REACTION:plant:BOOZE_MAT
will work as it was intended.

I'm just bad at explaining things :P
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Intro1827

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Re: An idea I've had for some time
« Reply #9 on: March 18, 2012, 05:16:38 pm »

I don't think I got all of that .-.
I'll try looking at some vanilla raws and figure it out from there.
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