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Author Topic: [MODDING] 0.34. QUESTIONS THREAD  (Read 1054251 times)

Hugo_The_Dwarf

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5565 on: July 25, 2013, 05:48:58 pm »

placed wrong, you call the syndrome after the [BASIC_MAT] and [DRINK] which will do nothing since Syndromes need to be attached to a material (or given through interaction) so move both SYNDROMEs under each [USE_MATERIAL_TEMPLATE] calls for the structual and drink
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mattychan

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5566 on: July 25, 2013, 06:09:08 pm »

thanks Hugo my other issue though is that the reaction does not spawn the plant
instead it creates a generic "plants" item
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Hugo_The_Dwarf

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5567 on: July 25, 2013, 06:19:46 pm »

[PRODUCT:100:1:PLANT:NONE:PLANT_MAT:VAMPIRIC_ROSE:STRUCTURAL]
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mattychan

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5568 on: July 25, 2013, 06:21:36 pm »

aye how long will it take me to understand this thanks again Hugo
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Octobomb

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5569 on: July 25, 2013, 07:26:51 pm »

I assume there is no way to have a civ composed of multiple races?
(Btw, it would be on the level of giraffe mates with lemur to make giant armadillo levels weirdness, so I am not doing castes)
Thanks
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5570 on: July 25, 2013, 07:54:30 pm »

Since you're not doing castes, no.

mattychan

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5571 on: July 25, 2013, 11:36:28 pm »

I hate to bother you guys again but i'm still doing something wrong
the flower pops up just fine however the syndrome does not take affect
I messed around with this all day and can't seem to get it right.

the plant
Spoiler (click to show/hide)
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MagmaMcFry

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5572 on: July 25, 2013, 11:39:50 pm »

You need to add [SYN_INGESTED] to the syndrome definitions.
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mattychan

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5573 on: July 25, 2013, 11:41:31 pm »

I'm sorry definitions?
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5574 on: July 25, 2013, 11:59:33 pm »

The part under [SYNDROME].

MagmaMcFry

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5575 on: July 26, 2013, 12:00:01 am »

I'm sorry definitions?
Just put [SYN_INGESTED] right after the [SYNDROME] tags.
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mattychan

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5576 on: July 26, 2013, 12:07:49 am »

Works like a dream thanks again guys and I'm sorry to bother you with it.
If anyone wants this.

Plant
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Reaction
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5577 on: July 26, 2013, 12:16:17 am »

What is the raw file with the most variation possible in it?

EDIT: Creatures, inorganics, syndromes, due to all having classes, of which there can be an arbitrary amount. And with that, I'm off and this question can be ignored. This wasn't a test or anything, I was genuinely asking and happened to get an answer before anyone answered >_>
« Last Edit: July 26, 2013, 12:20:27 am by Putnam »
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Telgin

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5578 on: July 26, 2013, 01:20:55 am »

What is the proper way to reanimate zombies so they won't immediately turn on you?  I have this interaction:

Code: [Select]
[INTERACTION:REANIMATE]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CORPSE]
[IT_LOCATION:CONTEXT_ITEM]
[IT_AFFECTED_CLASS:GENERAL_POISON]
[IT_REQUIRES:FIT_FOR_ANIMATION]
[IT_FORBIDDEN:NOT_LIVING]
[IT_MANUAL_INPUT:corpses]
[I_EFFECT:ANIMATE]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:Animated corpse]
[SYNDROME]
[CE_FLASH_TILE:TILE:165:3:0:0:FREQUENCY:2000:1000:START:0]
[CE_PHYS_ATT_CHANGE:STRENGTH:300:1000:TOUGHNESS:300:1000:START:0]
[CE_SPEED_CHANGE:SPEED_PERC:60:START:0]
[CE_ADD_TAG:NO_AGING:NOT_LIVING:OPPOSED_TO_LIFE:EXTRAVISION:NOEXERT:NOPAIN:NOBREATHE:NOSTUN:NONAUSEA:NO_DIZZINESS:NO_FEVERS:NOEMOTION:PARALYZEIMMUNE:NOFEAR:NO_EAT:NO_DRINK:NO_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST:NOTHOUGHT:NO_THOUGHT_CENTER_FOR_MOVEMENT:NO_CONNECTIONS_FOR_MOVEMENT:START:0]
[CE_REMOVE_TAG:HAS_BLOOD:TRANCES:LIKES_FIGHTING:MISCHIEVOUS:START:0]

Now, whenever a creature uses this interaction, the zombie instantly starts attacking them.  I'm all but sure that's because of the OPPOSED_TO_LIFE tag, but when I added NOT_LIVING to the creature using the interaction it didn't make a difference.  It just leads to an infinite loop of killing things, reanimating them and killing them again.
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Octobomb

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5579 on: July 26, 2013, 03:07:34 am »

Since you're not doing castes, no.
Drat. Oh well. Thanks, Putnam
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They're the special biohazard containment agent, out to deal with m'laria.
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