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Author Topic: [MODDING] 0.34. QUESTIONS THREAD  (Read 1054105 times)

Suds Zimmerman

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5685 on: August 06, 2013, 06:10:18 am »

Does [SPECIALATTACK_SUCK_BLOOD] affect the TIME_SINCE_SUCKED_BLOOD counter?

I don't believe so, since [SPECIALATTACK_SUCK_BLOOD] doesn't actually "consume" blood it more or less just "drains" the target. But you can give it a quick try, give a blood sucking creature a self inflicting interaction that does this:

Code: [Select]
[CE_DIZZINESS:SEV:10:PROB:100:START:0]
[CE:COUNTER_TRIGGER:TIME_SINCE_SUCKED_BLOOD:600:NONE:REQUIRED]

wait until the creature gets dizzy then have it attack and suck blood

Well, I tested this out and, sadly, it doesn't work. Is there some other method to have a creature up and die if it hasn't killed someone in a while? I can't think of any other way to do it.

Actually, will a creature with OPPOSED_TO_LIFE and BLOODSUCKER drink blood from fallen enemies? They don't seem to do it in arena mode.
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Hugo_The_Dwarf

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5686 on: August 06, 2013, 01:41:50 pm »

I think BLOODSUCKER is really more for fortress mode, to make the AI drink the blood of sleeping civ members

And you could use a mix of "progressive" and "tennis" interactions

The creature has say a interaction, that it casts on itself as long as it's not SUPERNATURAL in which that interaction gives it another interaction that keeps going until 'n' amount of times, the final one kills it. However mixed in is a tennis interaction that can be given to it's target either through normal means (casts with a usage hint ATTACK) or is given the same way werewolf bites do SPECIALATTACK_INTERACTION the victim will then use a interaction back to give the attacker (your creautre) SUPERNATURAL halting its decay long enough that it resets back down to step one.

Little complex but hey might do what you want it to. If you want to do the progressive route I was thinking of making a program that will create these interactions, Was intending to do it for "evolving" creatures like Pokemon.
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Meph

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5687 on: August 06, 2013, 01:46:44 pm »

Just noticed a oddity and wondered if someone knows a way around it.

I have an inorganic with COLOR:7:0:1. I build a wall from it, its white with black background.
I have an inorganic with COLOR:7:7:1. I build a wall from it, its white with black background, but it should be white background. Even if I use BUILD_COLOR, I have this problem.

I wanted to make inorganics that look like engraved walls when build, so people can have constructions that look engraved. Is the game somehow overriding this, and sets the background color to a default-black?
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Hugo_The_Dwarf

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5688 on: August 06, 2013, 02:06:54 pm »

I thought walls and such use the background color for engravings only. everything that is "item" bases uses the back color?
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Suds Zimmerman

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5689 on: August 06, 2013, 02:09:40 pm »

I think BLOODSUCKER is really more for fortress mode, to make the AI drink the blood of sleeping civ members

And you could use a mix of "progressive" and "tennis" interactions

The creature has say a interaction, that it casts on itself as long as it's not SUPERNATURAL in which that interaction gives it another interaction that keeps going until 'n' amount of times, the final one kills it. However mixed in is a tennis interaction that can be given to it's target either through normal means (casts with a usage hint ATTACK) or is given the same way werewolf bites do SPECIALATTACK_INTERACTION the victim will then use a interaction back to give the attacker (your creautre) SUPERNATURAL halting its decay long enough that it resets back down to step one.

Little complex but hey might do what you want it to. If you want to do the progressive route I was thinking of making a program that will create these interactions, Was intending to do it for "evolving" creatures like Pokemon.

I already use the progressive interactions for other purposes, but in this situation I caved and just gave it a timed killswitch. Your method, which I gotta say is pretty ingenious, still runs the risk of just turning into a timed killswitch by virtue of the fact that this beastie tends to OHK quite a bit, so there's a good chance its targets won't be able to do the interaction and it'll starve in time anyway. The way I figure it, if the fortress hasn't crumbled within the time limit I gave it, it's probably trapped and without access to fresh victims anyway.

A program to make chain interactions like that would be super helpful, though, since they're pretty tedious to do, especially when you've got a lot of steps.

Just noticed a oddity and wondered if someone knows a way around it.

I have an inorganic with COLOR:7:0:1. I build a wall from it, its white with black background.
I have an inorganic with COLOR:7:7:1. I build a wall from it, its white with black background, but it should be white background. Even if I use BUILD_COLOR, I have this problem.

I wanted to make inorganics that look like engraved walls when build, so people can have constructions that look engraved. Is the game somehow overriding this, and sets the background color to a default-black?

Constructions use the foreground colour only. I don't know of any way to change this.
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Roses

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5690 on: August 06, 2013, 02:48:54 pm »

Idea for making sure you never get a particular caste except through transformations;

So if you give your restricted caste an interaction that only targets that caste and transforms the caste into a non-restricted caste, this will mean that any time a restricted caste member shows up they will be "instantly" turned into a non-restricted caste.

Then you have a transformation (through reaction or whatever else you want) turn whatever you want into the restricted caste, but also adding a syndrome class that the interaction can't target. This way they won't be able to use the first interaction.

Would this work? I guess my only question is, would the immune class token trump the affected creature token?
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MagmaMcFry

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5691 on: August 06, 2013, 03:11:04 pm »

What you're describing would work, except that if you have a creature that was originally of a restricted caste, it transforms itself into non-restricted, and since transformations don't stack (unless you're using dfhack:truetransform), you can't transform that creature back to restricted. A different way to do this is to use [POP_RATIO:10000000] or similar in non-restricted castes and [POP_RATIO:1] in restricted castes (POP_RATIO:0] doesn't work). I guess you could add the transformation as a backup system, but I don't know if it's worth the effort, seeing as there is a good chance the restricted castes won't ever show up.
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Roses

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5692 on: August 06, 2013, 03:17:36 pm »

What you're describing would work, except that if you have a creature that was originally of a restricted caste, it transforms itself into non-restricted, and since transformations don't stack (unless you're using dfhack:truetransform), you can't transform that creature back to restricted. A different way to do this is to use [POP_RATIO:10000000] or similar in non-restricted castes and [POP_RATIO:1] in restricted castes (POP_RATIO:0] doesn't work). I guess you could add the transformation as a backup system, but I don't know if it's worth the effort, seeing as there is a good chance the restricted castes won't ever show up.

Ah, forgot about the one transformation limit. I know you can do the extreme ratio case, but was trying to think up a guaranteed way of not seeing the caste (I don't know about anyone else but even with a population ratio of 100000:1 I still almost always end up with at least one of the restricted caste in a 100 dwarf fort, not sure if they are just more likely to survive and therefor their ratio of currently alive dwarfs doesn't match the ratio of birth dwarfs or what.
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MagmaMcFry

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5693 on: August 06, 2013, 03:26:01 pm »

I believe survival in worldgen depends almost entirely on their eating habits. How do you want those restricted castes to appear anyway? If they're supposed to be created in fort mode, like guild members or something, it probably won't hurt to have a few of those walking around already. If they're supposed to be god mode adventurers, then why not just make them a different creature and use [COPY_TAGS_FROM:<OTHER_CREATURE>]?
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5694 on: August 06, 2013, 03:29:08 pm »

Just noticed a oddity and wondered if someone knows a way around it.

I have an inorganic with COLOR:7:0:1. I build a wall from it, its white with black background.
I have an inorganic with COLOR:7:7:1. I build a wall from it, its white with black background, but it should be white background. Even if I use BUILD_COLOR, I have this problem.

I wanted to make inorganics that look like engraved walls when build, so people can have constructions that look engraved. Is the game somehow overriding this, and sets the background color to a default-black?

The game uses BUILD_COLOR for constructions, I'm pretty sure.

WillowLuman

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5695 on: August 06, 2013, 06:38:22 pm »

I've got a creature with a layer of shell over its skin, but its not working properly. The shell deflects attacks, but the attacks that make it through don't damage the shell at all, they just damage the skin and muscle underneath as if the shell wasn't even there.
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5696 on: August 06, 2013, 06:40:56 pm »

I've got a creature with a layer of shell over its skin, but its not working properly. The shell deflects attacks, but the attacks that make it through don't damage the shell at all, they just damage the skin and muscle underneath as if the shell wasn't even there.

Purely a display issue. The shell is being damaged, it's just not saying so, the same way it says "tearing the muscle" when you slash at something even though it also tears the fat and skin.

WillowLuman

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5697 on: August 06, 2013, 06:56:17 pm »

But it doesn't show up in the status, description, or wounds screen, either. Is there a way to make it display?

EDIT: It does show up in the wounds screen.
« Last Edit: August 06, 2013, 07:02:20 pm by HugoLuman »
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Hugo_The_Dwarf

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5698 on: August 06, 2013, 07:49:12 pm »

layer of shell as in Tissue or body part? if you're trying to use a BDP to wrap a part around another it only truely works for INTERAL body parts (SKULL around BRAIN is valid as brain is INTERNAL) otherwise since the wrapped part is not INTERNAL it's still valid for targeting and can bypass it's guardian part.
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WillowLuman

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5699 on: August 06, 2013, 07:51:08 pm »

It's a tissue layer, placed over skin in the BDP

The Health screen shows that the shell layer is broken when an attack gets through, but it isn't shown in the combat reports.
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