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Author Topic: [MODDING] 0.34. QUESTIONS THREAD  (Read 1066560 times)

LordRandomness

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2130 on: July 12, 2012, 05:52:05 pm »

      [CAN_DO_INTERACTION:BOOSTDEF2]
         [CDI:TARGET:C:SELF_ONLY]
         [CDI:WAIT_PERIOD:350]
         [CDI:ADV_NAME:defense boost]
         [CDI:VERB:toughen up:toughens up:NA]
         [CDI:TARGET_VERB:become tougher:becomes tougher]

Target "C" where is target "C"?
you want [CDI:TARGET:A:SELF_ONLY]

other then that these are pretty good if i say so myself. Just a simple misplaced Variable.

...oh, whoops. I thought that C was where the target was DEFINED, not a reference to the interaction! I'm too used to doing MATERIAL_EMISSION interactions, which used C on other creatures that did them. Originally thought it was just an arbitrary choice, now I see that it's because target C in that interaction def is the location the emission heads for. Thanks!

EDIT: another question. I've seen that it's difficult/impossible to have something only use a self-target ability (like a transform, though that's not what I'm doing) during combat only...is it possible to make it do this by having a second target that's an enemy, but the second target is unaffected (and putting hint:ATTACK on the interaction, basically making it an "attack" that does nothing to the target but affects the user)? I've tried this on its most basic level (add a second target to the interaction, add a target distance and max number to the ability along with the hint, but no effect on the second target), but the AI never uses the resulting interaction (and when I use it after assuming control, it only gives the option to select "self" not also a "dummy enemy" like I specified in IT_MANUAL for the second target)

Additionally, there's something wrong with these syndromes:

Code: [Select]
[CE_PARALYSIS:SEV:125:PROB:30:BP:BY_TYPE:GRASP:START:0:PEAK:0:END:120]
[CE_PARALYSIS:SEV:125:PROB:30:BP:BY_TYPE:STANCE:START:0:PEAK:0:END:120]
[CE_PAIN:SEV:200:PROB:100:BP:BY_CATEGORY:ALL:START:0:PEAK:0:END:250]

Error log tells me the 0 is an unrecognized token, so I'm guessing the reason they do nothing is the lack of duration being read in properly. Not sure what the proper syntax is, though. EDIT: Okay, think I missed an ALL token after GRASP/STANCE, I think.

Oh and also, I noticed that LIQUID_GLOB fails to actually produce liquid globs, so is there any way to make a "water cannon" type effect without it turning to ice currently?

And another question: I'm going to try and have equipping certain items give the user new abilities later (obviously this will end up kinda broken in adventure due to spam equip/dequip to remove cooldown, but what can you do). Will this work if I give the item's material an associated contact syndrome with a super short duration (say 2/3 actions, 20~30 speed)? I'm hoping that means the syndrome will constantly refresh duration while the item's equipped, but will wear off once it's not? (I'm getting to this part of the mod later, figured I'd ask now in case this is a known/common thing).
« Last Edit: July 12, 2012, 10:23:07 pm by LordRandomness »
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NineFourEightSeven

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2131 on: July 12, 2012, 09:27:55 pm »

Why does this plant not exist?

Code: [Select]
plant_deadly

[OBJECT_PLANT]

[PLANT:ROOT_MURDER]
[NAME:murder root][NAME_PLURAL:murder roots][ADJ:murder root]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[MATERIAL_VALUE:5]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[EDIBLE_VERMIN]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[PICKED_TILE:232][PICKED_COLOR:0:0:1]
[GROWDUR:300][VALUE:10]
[USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:frozen bloody death]
[STATE_NAME_ADJ:LIQUID:bloody death]
[STATE_NAME_ADJ:GAS:boiling bloody death]
[MATERIAL_VALUE:100]
[DISPLAY_COLOR:7:0:1]
[ENTERS_BLOOD]
[PREFIX:NONE]
[SYNDROME]
[SYN_NAME:bloody death]
[SYN_CONTACT]
[SYN_INHALED]
[SYN_INJECTED]
[SYN_INGESTED]
[CE_ADD_TAG:NOPAIN:NOSTUN:NO_FEAR:NO_DIZZINESS:CRAZED]

[SPRING][SUMMER][AUTUMN][WINTER]
[CLUSTERSIZE:7]
[PREFSTRING:enraging flavor]
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
[MATERIAL_VALUE:10]
[EDIBLE_VERMIN]
[EDIBLE_COOKED]
[SEED:murder root seed:murder root seeds:4:0:1:LOCAL_PLANT_MAT:SEED]
[SPRING][SUMMER][AUTUMN][WINTER]
[FREQUENCY:100]
[WET][DRY]
[BIOME:ALL_FOREST]
[SHRUB_TILE:58]
[DEAD_SHRUB_TILE:58]
[SHRUB_COLOR:5:0:0]
[DEAD_SHRUB_COLOR:0:0:1]

It doesn't even register in the error log.
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GaxkangtheUnbound

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2132 on: July 12, 2012, 09:31:32 pm »

Why does this plant not exist?

-snip-

It doesn't even register in the error log.
The ALL_FOREST should be ANY_FOREST. Mistakes can happen, don't worry.
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Hugo_The_Dwarf

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2133 on: July 12, 2012, 09:32:34 pm »

Also the
Syndrome needs a START:### and a END:### if you want it as a temp thing. Else leave END out for perm syndrome
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Hanslanda

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2134 on: July 12, 2012, 09:44:24 pm »

Hey, if I put [JOINT] in fingers, will I be able to joint lock fingers?
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Hugo_The_Dwarf

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2135 on: July 12, 2012, 09:46:28 pm »

Hey, if I put [JOINT] in fingers, will I be able to joint lock fingers?
Yes, and in turn. Break someones fingers 1 by 1
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Hanslanda

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2136 on: July 12, 2012, 09:49:22 pm »

Not just break. I'm snapping them off.

Side note: If I just wanted to break the fingers, how would I go about that?
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Well, we could put two and two together and write a book: "The Shit that Hans and Max Did: You Won't Believe This Shit."
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NineFourEightSeven

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2137 on: July 12, 2012, 09:53:45 pm »

I'm not sure where to put the end and start tags.
Because I still can't find it anywhere or embark with it.
I added [OUTDOOR_FARMING] to dwarves to try to embark with it.
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Hugo_The_Dwarf

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2138 on: July 12, 2012, 10:02:49 pm »

Not just break. I'm snapping them off.

Side note: If I just wanted to break the fingers, how would I go about that?

You're snapping the whole finger off  :o
erm, you can add knuckles to each finger that is Joint. Search Grim Grimoire I added "complete fingers" with knuckles. I believe I posted the code for it in the thread as well as merging it with the realism mod that it is.

I'm not sure where to put the end and start tags.
Because I still can't find it anywhere or embark with it.
I added [OUTDOOR_FARMING] to dwarves to try to embark with it.

      [CE_ADD_TAG:NOPAIN:NOSTUN:NO_FEAR:NO_DIZZINESS:CRAZED]

      [CE_ADD_TAG:NOPAIN:NOSTUN:NO_FEAR:NO_DIZZINESS:CRAZED:START:0] --- forever!!!!!

Also sometimes dwarves don't get home sites that include a forest. try embarking and then gathering plants.



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Hanslanda

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2139 on: July 12, 2012, 10:25:13 pm »

Not just break. I'm snapping them off.

Side note: If I just wanted to break the fingers, how would I go about that?
You're snapping the whole finger off  :o
erm, you can add knuckles to each finger that is Joint. Search Grim Grimoire I added "complete fingers" with knuckles. I believe I posted the code for it in the thread as well as merging it with the realism mod that it is.

Yeah. I found out that if you rip off all someone's fingers individually, they WILL bleed to death.
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Joben

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2140 on: July 13, 2012, 12:36:22 am »

Are the interactions shown in Dwarf Fortress 0.34.11\raw\interaction examples

Purely there as examples or are they actually used by the game. Like if I altered one of them would it take effect?
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WillowLuman

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2141 on: July 13, 2012, 12:37:22 am »

Are the interactions shown in Dwarf Fortress 0.34.11\raw\interaction examples

Purely there as examples or are they actually used by the game. Like if I altered one of them would it take effect?
Nope. Purely examples
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2142 on: July 13, 2012, 01:32:34 pm »

Why does this plant not exist?

Code: [Select]
plant_deadly

[OBJECT_PLANT]

[PLANT:ROOT_MURDER]
[NAME:murder root][NAME_PLURAL:murder roots][ADJ:murder root]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[MATERIAL_VALUE:5]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[EDIBLE_VERMIN]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[PICKED_TILE:232][PICKED_COLOR:0:0:1]
[GROWDUR:300][VALUE:10]
[USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:frozen bloody death]
[STATE_NAME_ADJ:LIQUID:bloody death]
[STATE_NAME_ADJ:GAS:boiling bloody death]
[MATERIAL_VALUE:100]
[DISPLAY_COLOR:7:0:1]
[ENTERS_BLOOD]
[PREFIX:NONE]
[SYNDROME]
[SYN_NAME:bloody death]
[SYN_CONTACT]
[SYN_INHALED]
[SYN_INJECTED]
[SYN_INGESTED]
[CE_ADD_TAG:NOPAIN:NOSTUN:NO_FEAR:NO_DIZZINESS:CRAZED]

[SPRING][SUMMER][AUTUMN][WINTER]
[CLUSTERSIZE:7]
[PREFSTRING:enraging flavor]
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
[MATERIAL_VALUE:10]
[EDIBLE_VERMIN]
[EDIBLE_COOKED]
[SEED:murder root seed:murder root seeds:4:0:1:LOCAL_PLANT_MAT:SEED]
[SPRING][SUMMER][AUTUMN][WINTER]
[FREQUENCY:100]
[WET][DRY]
[BIOME:ALL_FOREST]
[SHRUB_TILE:58]
[DEAD_SHRUB_TILE:58]
[SHRUB_COLOR:5:0:0]
[DEAD_SHRUB_COLOR:0:0:1]

It doesn't even register in the error log.

Your second line says [OBJECT_PLANT]--it should be [OBJECT:PLANT]

NineFourEightSeven

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2143 on: July 13, 2012, 01:47:58 pm »

Oh, how did I miss that?

One more question, where do I put the syndrome to make eating the plant drive them insane? or does putting it in the drink sufficient?
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Telgin

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2144 on: July 13, 2012, 01:57:12 pm »

This has probably been asked before or is otherwise public knowledge, but my searches have turned up little.

Does egg laying work properly in fort mode for intelligent creatures?  As in running a fort of a modded species that lays eggs?  If so, how does it work?  Nest boxes?

My suspicion is that this is something that's not implemented yet, and that the females will never lay eggs.  So world gen would be fine, but you'd never get kids in fort mode.

I don't want to spend much time hacking away at this to find out it won't work.

If it doesn't work, I think I read somewhere that you could use an interaction to transform an egg into a baby version of a creature somehow, but interactions are well beyond the scope of my knowledge.  Has anyone tried something like this?
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