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Author Topic: [MODDING] 0.34. QUESTIONS THREAD  (Read 1065421 times)

i2amroy

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1260 on: April 07, 2012, 02:43:01 pm »

If they are wearing something on their feet then they won't come into contact with the contaminant and be affected. As for water, you might be able to add the [SYN_INGESTED] tag so that if they drank it then they were infected as well.
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jaxy15

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1261 on: April 07, 2012, 02:48:07 pm »

I'm developing a mod to add good and evil weather, and first thing I'm doing is the "miracle dust", which will pretty much resurrect any undead. I need you guys to check if this would work, considering I'm no expert on the new weather.
Spoiler (click to show/hide)

I also have a problem. The errorlog says
Code: [Select]
*** Error(s) found in the file "raw/objects/inorganic_good_ge.txt"
MIR_DUST: Could not locate material template GOOD_TEMPLATE
However I do have the material template and I proofread it. Several times.
« Last Edit: April 07, 2012, 02:53:37 pm by jaxy15 »
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1262 on: April 07, 2012, 02:55:54 pm »

Let us proofread it.

jaxy15

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1263 on: April 07, 2012, 03:02:19 pm »

Oh, alright, Don't mind some of the stuff.
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Spoiler (click to show/hide)
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Pokon

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1264 on: April 07, 2012, 03:20:04 pm »

If they are wearing something on their feet then they won't come into contact with the contaminant and be affected. As for water, you might be able to add the [SYN_INGESTED] tag so that if they drank it then they were infected as well.

Hmm, but what would make creatures mearly stunned and not rotting to the core?
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i2amroy

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1265 on: April 07, 2012, 03:24:42 pm »

If they are wearing something on their feet then they won't come into contact with the contaminant and be affected. As for water, you might be able to add the [SYN_INGESTED] tag so that if they drank it then they were infected as well.
Hmm, but what would make creatures mearly stunned and not rotting to the core?
A second syndrome, probably with CE_PARALYSIS:
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Cataclysm: Dark Days Ahead - A fun zombie survival rougelike that I'm dev-ing for.

Pokon

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1266 on: April 07, 2012, 03:35:42 pm »

If they are wearing something on their feet then they won't come into contact with the contaminant and be affected. As for water, you might be able to add the [SYN_INGESTED] tag so that if they drank it then they were infected as well.
Hmm, but what would make creatures mearly stunned and not rotting to the core?
A second syndrome, probably with CE_PARALYSIS:

Well, shoot. Nothing like that on any of the creatures I am sending to there (hopeful) deaths in arena mode. Might just start from scrach and see if theres something wierd with the actual method. Might make it a gas first and see if it infects that way.
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veok

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1267 on: April 07, 2012, 11:25:30 pm »

Consider a hypothetical RAW file with two creature definitions in it.

What are the minimum amount of changes needed to occur to remove one creature from showing up in-game, but not affect the other?

At the moment, I think the simplest way is to remove the brackets from everything between creature definitions, but is there an easier way?
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1268 on: April 07, 2012, 11:34:24 pm »

...cut + paste one creature to another file outside the RAWs?

veok

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1269 on: April 08, 2012, 12:26:47 am »

...cut + paste one creature to another file outside the RAWs?

That's... actually given me a pretty decent idea. Thanks! (A little more complicated, since I'll be doing it programmatically, but that's water under the bridge!)
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mek42

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1270 on: April 08, 2012, 02:35:53 am »

How can I turn off cutting of stones that are not gems in the jeweler's workshop?  I tried deleting the STONE SHAPE tags from default_entities.txt under MOUNTAIN / DWARF to no avail.
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jaxy15

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1271 on: April 08, 2012, 02:50:40 am »

So, can you guys check my edited miracle dust to see if it would work?
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G-Flex

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1272 on: April 08, 2012, 05:05:29 am »

How can I turn off cutting of stones that are not gems in the jeweler's workshop?  I tried deleting the STONE SHAPE tags from default_entities.txt under MOUNTAIN / DWARF to no avail.

Which raws did you edit? The ones in a certain region folder, or the ones outside them in the main /raw folder?
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1273 on: April 08, 2012, 05:18:28 am »

How can I turn off cutting of stones that are not gems in the jeweler's workshop?  I tried deleting the STONE SHAPE tags from default_entities.txt under MOUNTAIN / DWARF to no avail.

Which raws did you edit? The ones in a certain region folder, or the ones outside them in the main /raw folder?

It doesn't matter--entity changes ALWAYS require a regen.

jaxy15

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1274 on: April 08, 2012, 09:36:37 am »

I tested my "miracle dust" in the arena with a test creature. I purified a goblin vampire. It lost it's ability to suck blood and I managed to strangle it successfully. It still flashed the red Ñ and it was still listed as goblin vampire, though. What am I missing?

Oh, and using it on a zombie didn't work as well as I expected. Shortly after purifying a goblin zombie, the poor guy died because he couldn't breathe.
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