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Author Topic: [MODDING] 0.34. QUESTIONS THREAD  (Read 1054028 times)

Meph

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7065 on: January 20, 2014, 11:04:06 am »

Quote
chosen as
Election completely ignore all rejected/allowed creatures or classes.

I dont know if the creature_class would work, but I assume not. I had a lot of difficulties setting up my nobles for the warlocks.
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7066 on: January 20, 2014, 02:43:03 pm »

Thats even true when using TrueTransform with dfhack.  :-\

Maybe if true transformation also changed hist figure race? But hist figures are finicky...

Meph

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7067 on: January 20, 2014, 08:43:53 pm »

Does anyone know what exactly causes a creature to make ghosts? I want some of my civ members to NOT spawn ghosts.
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4maskwolf

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7068 on: January 20, 2014, 08:48:04 pm »

I don't think there is a specific way to control that.

Do all civ races make ghosts if they are the race currently played?

Hugo_The_Dwarf

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7069 on: January 20, 2014, 09:04:18 pm »

Does anyone know what exactly causes a creature to make ghosts? I want some of my civ members to NOT spawn ghosts.
I don't think there is a specific way to control that.

Do all civ races make ghosts if they are the race currently played?
Ghosts are a hardcoded feature that Toady put in, doesn't matter if you are playing as soulless golems, undead, or plants. The ghosts are there so when someone dies and noone sees them ever (fell down a well) their ghost appears to let you know they are no longer missing but of course dead (which most cases missing means dead, unless toady adds something in where a dwarf can get lost and you can find him again) almost something like how if someone is missing for 2-3 years they are pronounced dead.

So any race you play as, will make ghosts if not properly buried/memorialized. One of the features I wish he put in the init to turn off.
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Meph

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7070 on: January 20, 2014, 09:14:21 pm »

Yep, I would love to disable them.

Worst part: I spawned some intelligent pets, which spawnunit treats as civ-members. So if you play dwarves and spawn a goblin, he is a civ member (wont do labors though). And I actually want these guys to make ghosts. But they dont. ^^
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7071 on: January 20, 2014, 09:14:58 pm »

That's definitely not why ghosts were added. Ghosts were added with night trolls, way before bodies had to be found.

Boltgun

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7072 on: January 21, 2014, 05:34:12 am »

Sure. [IT_CANNOT_HAVE_SYNDROME_CLASS:SILENCED], used in the interaction.


I have a little problem: I went with this: http://dwarffortresswiki.org/index.php/v0.31:Creature_texture_token The wiki says that a squad lead by a noble with the right responsibility shows different sprites. Law_Enforcer and Tax_Collector.


I gave it a new try and realized the ADVENTURER does work, I can distinguish my adv from hired arms thanks to that. However I never managed to display the other two sets. I need to build my fort long enough to have a law squad before I try again. :P
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Meph

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7073 on: January 21, 2014, 07:06:46 am »

Sure. [IT_CANNOT_HAVE_SYNDROME_CLASS:SILENCED], used in the interaction.


I have a little problem: I went with this: http://dwarffortresswiki.org/index.php/v0.31:Creature_texture_token The wiki says that a squad lead by a noble with the right responsibility shows different sprites. Law_Enforcer and Tax_Collector.


I gave it a new try and realized the ADVENTURER does work, I can distinguish my adv from hired arms thanks to that. However I never managed to display the other two sets. I need to build my fort long enough to have a law squad before I try again. :P
It wont work. Its bugged, both law enforcer and tax collector dont show graphics ingame.
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Boltgun

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7074 on: January 21, 2014, 07:55:20 am »

It wont work. Its bugged, both law enforcer and tax collector dont show graphics ingame.

Bah, I did see related bits floating while debugging scripts in dfhack. That would be my last hope.
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Meph

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7075 on: January 21, 2014, 12:42:35 pm »

solved it myself. ^^
« Last Edit: January 21, 2014, 12:56:25 pm by Meph »
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Roses

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7076 on: January 27, 2014, 12:47:15 pm »

Is it possible to have a plant that appears as a shrub in your biome that can be picked but isn't farmable?
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Grombardrim

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7077 on: January 27, 2014, 01:32:51 pm »

So, I've been looking around at some of the spell mods, since trying to make a "pure necromancer" Adventurer and wanted some sort of necrotic "breath" (acts like a breath attack, but in-universee would be emitted from the hand) attack...  I can't seem to figure out how to do it, however, without turning every single member of that race into a cloudkill-chucking murder-monster...  Is there a way to create an Interaction such that only the Adventurer can use it?  And, preferable, remain unaffected by it?
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BlackFlyme

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7078 on: January 27, 2014, 02:04:24 pm »

Is it possible to have a plant that appears as a shrub in your biome that can be picked but isn't farmable?

Yes. Don't give it seeds. That's already how muck roots, bloated tubers, kobold bulbs, and valley herbs work in vanilla.

So, I've been looking around at some of the spell mods, since trying to make a "pure necromancer" Adventurer and wanted some sort of necrotic "breath" (acts like a breath attack, but in-universee would be emitted from the hand) attack...  I can't seem to figure out how to do it, however, without turning every single member of that race into a cloudkill-chucking murder-monster...  Is there a way to create an Interaction such that only the Adventurer can use it?  And, preferable, remain unaffected by it?

According to the wiki, interactions with an ATTACK usage hint will not be used by NPCs if the only target that is allowed is SELF_ONLY. Since adventurers controlled by the player aren't limited by USAGE_HINT, you should be able to use the interaction, but no NPC will.

But I'm unfamiliar with interactions, so that's about all the help I can offer.
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Grombardrim

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7079 on: January 27, 2014, 02:10:22 pm »

Hmm.  Thanks, I guess, but that would involve breathing Dragonfire onto myself.  Which is, surprisingly, not particularly conducive to long-term survival ^_^
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