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Author Topic: [MODDING] 0.34. QUESTIONS THREAD  (Read 1052540 times)

3

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #375 on: February 20, 2012, 07:11:13 pm »

Can cities not form in the mountains, or something?

Right. You'll have to move the START_BIOME to elsewhere.

That can be fixed by removing the [TRANCES] tag, which allows mooding, also for the duration of the sleep.

TRANCES has no effect on moods. Moods occur in the player race no matter what, unless artifacts are turned off in the init.

-Removing [INTELLIGENT] does prevent towers, as expected

Given that INTELLIGENT is mostly just CAN_SPEAK + CAN_LEARN, what about removing INTELLIGENT and adding CAN_LEARN?
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Ieb

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #376 on: February 20, 2012, 07:17:20 pm »

Okay so I got a little situation.

Code: [Select]
[INTERACTION:MAGENUMB]

[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_REQUIRES:MORTAL]
[IT_FORBIDDEN:SUPERNATURAL]

[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
           [SYN_NAME:mage drowsiness spell effect]
           [SYN_AFFECTED_CLASS:GENERAL_POISON]
           [SYN_IMMUNE_CREATURE:ADVENTURER:ALL]
            [CE_NUMBNESS:SEV:100:PROB:100:RESISTABLE:START:1:PEAK:1:END:250]

There's the interaction. Here's stuff from the creature part of what I'm working on.


Code: [Select]
[CAN_DO_INTERACTION:MAGENUMB]
[CDI:ADV_NAME:Cast Numb spell]
  [CDI:USAGE_HINT:ATTACK]
  [CDI:BP_REQUIRED:BY_CATEGORY:MOUTH]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:2]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:750]
[CDI:VERB:chant the incantation for the Numb spell:chants an incantation:NA]
    [CDI:TARGET_VERB:suddenly can't feel anything:suddenly looks like they can't feel anything]

The problem is 2-tiered. First, in Adventurer mode, you can't use this skill on enemies, instead you use it on yourself if you try.
Second, in fort mode, people with access to this interaction keep using it. All the time. Even when they have no line of sight to the targets. It's like they got X-ray that goes all the way down to the caverns. Cave fish men being zapped all the time is fun, but sort of tiring to see all the combat reports.

Is it possible to fix this to make it work on picked targets on Adventurer, and to take away the x-ray abilities?


Solved.
« Last Edit: February 20, 2012, 09:39:02 pm by Ieb »
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Meph

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #377 on: February 20, 2012, 07:19:25 pm »

Since no one reacted to my seperate thread about it: I found out the new material size in 34.2 With it you can make weapons and armor require a specific amount of bars

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ArKFallen

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #378 on: February 20, 2012, 07:49:28 pm »

Okay so I got a little situation.

Code: [Select]
[INTERACTION:MAGENUMB]

[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_REQUIRES:MORTAL]
[IT_FORBIDDEN:SUPERNATURAL]

[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
           [SYN_NAME:mage drowsiness spell effect]
           [SYN_AFFECTED_CLASS:GENERAL_POISON]
           [SYN_IMMUNE_CREATURE:ADVENTURER:ALL]
            [CE_NUMBNESS:SEV:100:PROB:100:RESISTABLE:START:1:PEAK:1:END:250]

The problem is 2-tiered. First, in Adventurer mode, you can't use this skill on enemies, instead you use it on yourself if you try.
Second, in fort mode, people with access to this interaction keep using it. All the time. Even when they have no line of sight to the targets. It's like they got X-ray that goes all the way down to the caverns. Cave fish men being zapped all the time is fun, but sort of tiring to see all the combat reports.

Is it possible to fix this to make it work on picked targets on Adventurer, and to take away the x-ray abilities?
For picking other targets put [IT_MANUAL_INPUT:stringtext] under target.
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EveryZig

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #379 on: February 20, 2012, 08:02:34 pm »

-Removing [INTELLIGENT] does prevent towers, as expected

Given that INTELLIGENT is mostly just CAN_SPEAK + CAN_LEARN, what about removing INTELLIGENT and adding CAN_LEARN?
You seem to be correct, I replaced INTELLIGENT with CAN_SPEAK and CAN_LEARN in humans and there were still human towers.
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thatkid

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #380 on: February 20, 2012, 08:26:58 pm »

Is there a Time Unit conversion chart anywhere?
For example, how many time units are in a "day"?
How many time units in a "month"? A season?
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trees

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #381 on: February 20, 2012, 08:31:25 pm »

http://dwarffortresswiki.org/index.php/Time

1200 time units in a (fortress mode) day.
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Ieb

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #382 on: February 20, 2012, 09:38:09 pm »

Quote
For picking other targets put [IT_MANUAL_INPUT:stringtext] under target.

Thanks mang, that fixed it right up.
I also figured out why in fort-mode the interaction was being used like a sonar.
The target ID's weren't the same for the creature interaction mention and the interaction.

WHOOPS. Now it works like it should, when attacking. SLING STATUS EFFECTS ALL DAY ERRY DAY.
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612DwarfAvenue

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #383 on: February 20, 2012, 09:42:01 pm »

Quick question: What are the base (human's) numbers for Attributes (xx:xx:xx:xx:xx etc.)?
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monk12

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #384 on: February 20, 2012, 10:00:40 pm »

"Sets up a mental attribute's range of values (0-5000). All mental attribute ranges default to 200:800:900:1000:1100:1300:2000. "
"Sets up a physical attribute's range of values (0-5000). All physical attribute ranges default to 200:700:900:1000:1100:1300:2000. "

Humans are the default- take a peek in creature_standard.txt and you can see how the elves and dwarves diverge from that range. The above is taken from the wiki (and I hope to god it is accurate or I just wasted a hell of a lot of time.)

IT 000

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #385 on: February 20, 2012, 10:37:28 pm »

Concerning mists. Is there anyway to easily test them out? Anything i can change to make them show up frequently? Or do I just have to embark and hope for the best.
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monk12

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #386 on: February 20, 2012, 10:45:54 pm »

Is there a way to make non-english alphabets appear in-game? Say, if I wanted to mod in a Japanese civ with city names in Japanese characters?

Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #387 on: February 20, 2012, 10:50:59 pm »

No.

monk12

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #388 on: February 20, 2012, 10:53:37 pm »

Nuts. Oh well, I'll figure something out. Thanks for the quick reply!

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #389 on: February 20, 2012, 11:11:10 pm »

with the new syndroms, when it says CE_PHYS_ATT_CHANGE, can you increase the soul attributes this way too?

Are there any attributes that can't be increased with this?
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