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Author Topic: [MODDING] 0.34. QUESTIONS THREAD  (Read 1065713 times)

i2amroy

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3540 on: January 02, 2013, 05:01:21 pm »

I don't believe it is possible, no.
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CaptApollo12

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3541 on: January 03, 2013, 04:17:43 am »

I have a few questions:

1. I want to make a reaction that will turn bones into rough gems, or have bones by default be considered a rough gem

2. I want to make a reastion to turn skulls into a building material. Maybe 4 skulls for 1 "brick" of skulls?

Problem is the only modding I have done since 40d is deleting raws I dont like and adding a tag to the dwarf entity. I know I should have open:

entity_default with adding
[PERMITTED_REACTION:PREPARE_BONES]
[PERMITTED_REACTION:PREPARE_SKULLS]
To the dwarf entity

And then add a new .txt called reaction_skullbones

Spoiler (click to show/hide)

Does someone want to fill in the blanks? I havent an idea on what to put down there.
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3542 on: January 03, 2013, 04:29:05 am »

[REACTION:PREPARE_BONES]
   [NAME:prepare bones]
   [BUILDING:CRAFTSMAN:CUSTOM_SHIFT_P] Sets it to the craftsdwarves workshop with hotkey of "P"
   [REAGENT:A:1:CORPSEPIECE:NONE:NONE:NONE][ANY_BONE_MATERIAL] Sets reagent "A", which it wants 1 of, with type corpsepiece and no material specified. ANY_BONE_MATERIAL makes it so that bone is accepted.
   [PRODUCT:100:1:ROUGH:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE] With 100% chance, gives you 1 rough gem made of (animal) bone.
   [SKILL:Whatever you want.

The skull one is impossible because skulls don't have their own material token, item token, or reagent modifier. You could jump through some hoops for it, though.

Meph

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3543 on: January 03, 2013, 04:30:50 am »

I use totems as buildmats, they are, for all gameplay mechanics, skulls. Simply because you can only make them from skulls...
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CaptApollo12

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3544 on: January 03, 2013, 05:27:59 am »

[REACTION:PREPARE_BONES]
   [NAME:prepare bones]
   [BUILDING:CRAFTSMAN:CUSTOM_SHIFT_P] Sets it to the craftsdwarves workshop with hotkey of "P"
   [REAGENT:A:1:CORPSEPIECE:NONE:NONE:NONE][ANY_BONE_MATERIAL] Sets reagent "A", which it wants 1 of, with type corpsepiece and no material specified. ANY_BONE_MATERIAL makes it so that bone is accepted.
   [PRODUCT:100:1:ROUGH:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE] With 100% chance, gives you 1 rough gem made of (animal) bone.
   [SKILL:Whatever you want.

The skull one is impossible because skulls don't have their own material token, item token, or reagent modifier. You could jump through some hoops for it, though.

You are awesome!


So there are no uses for skulls? I dont need them to say they are skulls or anything. Now im confused.
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Facekillz058

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3545 on: January 03, 2013, 07:21:10 am »

What would I add to a syndrome to make it affect everything?
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Delioth

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3546 on: January 03, 2013, 08:47:48 am »

What would I add to a syndrome to make it affect everything?

Don't add the 'affected class' or 'affected creature' tags. This will make the game apply it to everything, without discrimination (immune tags still work, though)
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Ipwnurmom221

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3547 on: January 03, 2013, 09:20:45 am »

So, I'm wanting to create a nasty creature that can light its victims on fire... How can I manage this? I have a few ideas. The best would be if a syndrome could do it. This depends on whether fevers increase body temperature. If they do, I could cause a lot of !!FUN!!.

Secondly, I was thinking of it excreting a gas that ignites at room temperature. Almost as effective. Less controllable.

Thirdly, I could give it a ridiculously high body temperature and use custom materials so it doesn't kill itself immediately. Could this cause fires?

Finally, maybe I could give it claws of burning graphite (custom materials for other body parts). Igniting the graphite would be the only concern for me here... It would be a rather fearsome sight. Any ideas?
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i2amroy

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3548 on: January 03, 2013, 02:46:07 pm »

So, I'm wanting to create a nasty creature that can light its victims on fire... How can I manage this? I have a few ideas. The best would be if a syndrome could do it. This depends on whether fevers increase body temperature. If they do, I could cause a lot of !!FUN!!.

Secondly, I was thinking of it excreting a gas that ignites at room temperature. Almost as effective. Less controllable.

Thirdly, I could give it a ridiculously high body temperature and use custom materials so it doesn't kill itself immediately. Could this cause fires?

Finally, maybe I could give it claws of burning graphite (custom materials for other body parts). Igniting the graphite would be the only concern for me here... It would be a rather fearsome sight. Any ideas?
1)Fevers don't increase body temperature as far as I know. The only way you could have a syndrome start fires would be to have it transform things temporarily into creatures that have #2,3, or 4.

2)This works.

3)This also works.

4)This would also work.
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WillowLuman

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3549 on: January 03, 2013, 03:26:29 pm »

I once made an interaction with [IT_REQUIRES:OPPOSED_TO_LIFE] and transformed the target into a blob with a body temperature higher than it's burning/melting point. Even wit 1 body part, they still die when they explode into vapor and evaporate. So, if you want fatal, I could dig up those raws.
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Ipwnurmom221

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3550 on: January 03, 2013, 05:15:42 pm »

So it basically explodes the victim? That would be great for another far more devastating beast!
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Seriyu

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3551 on: January 03, 2013, 06:50:51 pm »

Can someone remind me what giving a controllable race the flight tag does? I know they'll prefer to walk along the ground, and still need a ground based path to their objective to not be "trapped", but will still occasionally fly over walls and stuff, was that it?

Meph

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3552 on: January 03, 2013, 06:53:33 pm »

 HugoLuman, I would be interested in these raws as well. Would be perfect to be used in good biomes, to insta-kill undeads that enter. As a regional interaction.

And anyone knows something about max weight for bars? I get stuck at 1200 weight, but I would like them heavier, to clutter up workshops faster. Sounds stupid, but it is for a waste-system. I cant take anything else then bars, because it is attached to the vanilla smelter as well, and I cant mod the "smelt ore" reactions. Otherwise I would use custom tools with higher weight.
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WillowLuman

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3553 on: January 03, 2013, 07:18:50 pm »

Here we are:

Code: [Select]
[INTERACTION:BURN_EVIL]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
IT_REQUIRES:OPPOSED_TO_LIFE
[IT_MANUAL_INPUT:target]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[CE_BODY_TRANSFORMATION:START:0]
[CE:CREATURE:FIRE_VICTIM_CREATURE:DEFAULT]

Code: [Select]
creature_reaction_custom

[OBJECT:CREATURE]

[CREATURE:FIRE_VICTIM_CREATURE]
[DESCRIPTION:The remains of a smitten evildoer]
[NAME:dying slag:dying slag:dying slag]
[CASTE_NAME:dying slag:dying slag:dying slag]
[CREATURE_TILE:'!'][COLOR:RED]
[BODY:BASIC_1PARTBODY_THOUGHT]
[MATERIAL:KINDLING]
[STATE_COLOR:ALL:RED]
[STATE_NAME_ADJ:ALL_SOLID:kindling]
[IGNITE_POINT:10000]
[BOILING_POINT:10000]
[HEATDAM_POINT:10000]
[MAT_FIXED_TEMP:10000]
[STATE_NAME:GAS:exploding gore]
[STATE_ADJ:GAS:exploding gore]
[TISSUE:KINDLING]
[TISSUE_NAME:kindling:NP]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:KINDLING]
[TISSUE_MAT_STATE:SOLID]
[RELATIVE_THICKNESS:1]
[TISSUE_SHAPE:LAYER]
[TISSUE_LAYER:BY_CATEGORY:ALL:KINDLING]
[BODY_SIZE:0:0:70000]
[ITEMCORPSE:BAR:NO_SUBTYPE:ASH:NO_MATGLOSS]
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Meph

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3554 on: January 03, 2013, 07:23:24 pm »

Thank you. :)

Now I only need to figure out how to affect undeads with syndromes as well. I cant seem to find a syndrome_class for them. Interactions are ok, with IT_REQUIRES, but can I make a syndrome that only works on animated/opposed to life creatures ? Any tags I am overlooking ?

EDIT: Just wanted to let you know, the opposed to life is commented out in the raws you postet. The [] are missing.

EDIT2: Found a solution, I use ce_can_do_interaction to give them the interaction that only targets undeads. Workaround, but works.
« Last Edit: January 03, 2013, 08:26:31 pm by Meph »
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