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Author Topic: [MODDING] 0.34. QUESTIONS THREAD  (Read 1054638 times)

WillowLuman

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3750 on: January 19, 2013, 08:50:59 pm »

What will specifying both [SAVAGE] and [BENIGN] in a creature's raws do?

If the wiki is taken literally, it implies that it will have nonaggressive behavior but will only show up in savage biomes.
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Stirk

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3751 on: January 20, 2013, 01:34:37 am »

What will specifying both [SAVAGE] and [BENIGN] in a creature's raws do?

If the wiki is taken literally, it implies that it will have nonaggressive behavior but will only show up in savage biomes.

Probably the same thing putting both good and evil will do. One will overwrite the other, not sure which. I don't know if the behavior would change, though I doubt it.
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Deon

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3752 on: January 20, 2013, 01:36:33 am »

[BENIGN] not only allows creatures to be careful, but also puts them in calm areas, so it MAY be overwritten by SAVAGE. If you want the same behavior normally, just make it SAVAGE and FLEEQUICK.
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WillowLuman

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3753 on: January 20, 2013, 01:51:22 am »

The benign tag doesn't preclude appearance in normal areas, while the savage one does, though. For example, elephants may be found even in savage areas despite having the benign tag. The wiki seems to imply that [BENIGN] influences behavior as well as placement, while [SAVAGE] influences only placement but to a greater degree.

I'm going to test this.

PS: Good and Evil don't effect what regions cavern creatures appear under, but do the savagery tags?
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Deon

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3754 on: January 20, 2013, 02:09:30 am »

No, I am almost 100% sure that caverns don't have savagery and evilness layers.
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WillowLuman

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3755 on: January 20, 2013, 02:13:40 am »

I mean that [EVIL] and [GOOD] cavern creatures aren't limited to appearing in caverns underneath surface regions of their respective alignments, so maybe [SAVAGE] cavern creatures wouldn't be either. Or maybe they just wouldn't appear...
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Squeegy

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3756 on: January 20, 2013, 02:36:25 am »

Will placing a dash in the token name of something, i.e. [POSITION:LAW-GIVER] break it?
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Deon

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3757 on: January 20, 2013, 04:04:42 am »

It could be [POSITION:law GiVeR 1337] if you wanted.
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Snow Gibbon

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3758 on: January 20, 2013, 05:52:59 am »

Is there a way to make an entity hostile in Dwarf Mode without having to resort to babysnatcher and thief tags?
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Meph

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3759 on: January 20, 2013, 06:00:47 am »

give them utterances or remove the ability to speak.
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PhoenixEggz

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3760 on: January 20, 2013, 08:23:38 pm »

I have a creature that has no biome tags, or vermin tags. Will it not show up? This is the intent: I want it to be a template creature for a giant variety, and to not appear in normal adventure mode gameplay. If it will show, how do I make sure it doesn't spawn without effecting the giant variety?
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Squeegy

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3761 on: January 20, 2013, 08:27:55 pm »

Why does this:
Code: [Select]
[REACTION:IMPROVE_AXEBLADE]
[NAME:improve giant axe blade]
[BUILDING:ENGINEER:CUSTOM_A]
[REAGENT:A:4:TRAPCOMP:ITEM_TRAPCOMP_GIANTAXEBLADE:NONE]
[REAGENT:B:1:BAR:NO_SUBTYPE:METAL:NONE]
[PRODUCT:100:1:TRAPCOMP:GIANTAXEBLADE_IMP:NONE:GET_MATERIAL_FROM_REAGENT:A]
[SKILL:MECHANICS]
Not require any giant axe blades, but otherwise work fine?
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Squeegy

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3762 on: January 20, 2013, 08:29:37 pm »

I have a creature that has no biome tags, or vermin tags. Will it not show up? This is the intent: I want it to be a template creature for a giant variety, and to not appear in normal adventure mode gameplay. If it will show, how do I make sure it doesn't spawn without effecting the giant variety?

I don't think so. The giant variation just adds the [SAVAGE] and [LARGE_ROAMING] tags, it won't add a biome and the creature will still only show up in that biome.
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ArKFallen

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3763 on: January 20, 2013, 08:30:59 pm »

Why does this:
Code: [Select]
[REACTION:IMPROVE_AXEBLADE]
[NAME:improve giant axe blade]
[BUILDING:ENGINEER:CUSTOM_A]
[REAGENT:A:4:TRAPCOMP:ITEM_TRAPCOMP_GIANTAXEBLADE:NONE]
[REAGENT:B:1:BAR:NO_SUBTYPE:METAL:NONE]
[PRODUCT:100:1:TRAPCOMP:GIANTAXEBLADE_IMP:NONE:GET_MATERIAL_FROM_REAGENT:A]
[SKILL:MECHANICS]
Not require any giant axe blades, but otherwise work fine?
Add another :NONE at the end of REAGENT:A.
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3764 on: January 20, 2013, 08:33:47 pm »

Add another :NONE at the end of your A reagent.
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