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Author Topic: [MODDING] 0.34. QUESTIONS THREAD  (Read 1066480 times)

Kilroy the Grand

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2160 on: July 14, 2012, 01:48:52 pm »

I was wondering if someone has any idea how to make a plant how an indigestible syndrome that causes permanent blindness? I think eyes are overrated, especially for marksdwarves.
impaire teh function of eyes?
and would that not stop your archers from acually shooting anything? be good for laborers since they will never go "Oh Noes a bunny!" unless they stepped on it.

and it's simple as adding the injested syndrome on the STRUCTUAL call in the plant


something like this?
Spoiler (click to show/hide)
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*pew* *blam* "Aughgghggurglegurgle..." *slither* *slither* *pit* *pat* *tap* *click-click* *BOOM* "Aiiieeegurgle gurgle..."
X-com meets Dwarf Fortress

LordRandomness

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2161 on: July 14, 2012, 05:44:55 pm »

Ponies corrupt all, only a few like me can see their true evil and thus don't fall into the trap.
But I'm a Windows user and a Memory Corruption seems a bit much for a simple BP addition.

Yeah, that was confusing me too. After I went to sleep (that was past midnight here), I figured out that it's nothing to do with the part at all: I'm adding the body part to a specific caste by placing that BODY line in that caste, and if I add a BODY line that's a duplicate of the base definition it also throws the same exception. Probably should have mentioned that was how I was adding it, really...

EDIT: Yeah, got it. Was defining body template and material properties before all the caste definitions, then attempting to modify the base body pattern. Unsurprisingly, it didn't like that. So now I do body materials at the bottom and body definitions per caste, and it works fine. Basically, I'm an idiot.
« Last Edit: July 14, 2012, 05:55:44 pm by LordRandomness »
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Hugo_The_Dwarf

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2162 on: July 14, 2012, 06:05:04 pm »

KTG:
That will work altho the victum could did from an infection from the rot.

CE_IMPAIR_FUNCTION with like 10000 SEV should disable the eyeballs also you want BY_TYPE not BY_CATEGORY

Since SIGHT is a body part type.

LordRando:
Yeah that causes issues lol, but you can define say stanard body thing [BODY:HUMANOID] then in each case the other [BODY:2EYES:NOSE:etc..] will be added
think of it as a adding function

[BODY:] = Add body parts too...

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LordRandomness

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2163 on: July 14, 2012, 06:16:39 pm »

Wait, so you can just go [BODY:PSYCHIC_JEWEL] by itself and it'll add that to the existing parts?

Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2164 on: July 14, 2012, 06:23:54 pm »

It needs to have all of its required tissues and materials, but yes.

Hugo_The_Dwarf

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2165 on: July 14, 2012, 06:25:10 pm »

yes

Look for a mod I worked on called Project Clockwerks, I have alot of castes and each is unique. And it's so far the best example of what you can do with castes. I even have comments everywhere.

EDIT:
ninja'd
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LordRandomness

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2166 on: July 14, 2012, 11:13:54 pm »

Alright, awesome. Does it have anything on how to have a caste gain/lose body parts at different development stages (baby/child/adult)? Is that even possible?

Hugo_The_Dwarf

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2167 on: July 14, 2012, 11:37:37 pm »

Alright, awesome. Does it have anything on how to have a caste gain/lose body parts at different development stages (baby/child/adult)? Is that even possible?
nope, not really. BACY/CHILD/ADULT are just stages of maturity.
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LordRandomness

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2168 on: July 15, 2012, 12:03:23 am »

Thought so. So the only way to do transformations is via syndrome/interaction...don't suppose there's any way to trigger THOSE with age?

Hugo_The_Dwarf

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2169 on: July 15, 2012, 12:16:41 am »

Not yet... I hope Toady adds a AGE counter for syndromes
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Jacob/Lee

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2170 on: July 15, 2012, 01:20:36 am »

Can I change PROGRESS_TRIGGER_X tags for entities without genning a new world?

Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2171 on: July 15, 2012, 01:27:40 am »

Believe it or not, I think you can.

LordRandomness

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2172 on: July 15, 2012, 02:03:20 am »

Okay, further problem...I've tried out my new race in Fortress mode for the first time. They refuse to mine or woodcut, I suspect due to inability to pick up the tools (can't see why else it would be). All race members have this mouth:

Code: [Select]
[BODY:GRIP_MOUTH]

[BP:MOUTH:mouth:STP][CONTYPE:HEAD][MOUTH][GRASP][SMALL][EMBEDDED][APERTURE][CATEGORY:MOUTH]

[DEFAULT_RELSIZE:20]

and they're all wearing gloves on it besides (this is a really preliminary test), so I know it's grasping correctly...the civ has mining allowed as a profession and picks marked as their DIGGER, so I'm at something of a loss.

Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2173 on: July 15, 2012, 02:04:08 am »

[EQUIPS]? >_>

LordRandomness

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2174 on: July 15, 2012, 02:38:39 am »

[EQUIPS]? >_>

Yes, they have [EQUIPS]. They can hold items perfectly fine in arena mode, but they won't even equip weapons if I draft and station after assigning a specific one =/. So as far as I can tell, they can equip items but can't actually pick them up to do so. Will test that by bringing a miner along on embark shortly (that makes them spawn with a held pick, right?)

EDIT: Nevermind, guess that's only for migrants. I'll wait for some of those.
« Last Edit: July 15, 2012, 05:16:48 am by LordRandomness »
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