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Author Topic: [MODDING] 0.34. QUESTIONS THREAD  (Read 1076938 times)

Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2805 on: October 08, 2012, 08:42:42 am »

Your problem is this:

Code: [Select]
  [CDI:INTERACTION:EXAMPLE RAISE]
EXAMPLE RAISE isn't an interaction.

Facekillz058

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2806 on: October 08, 2012, 09:00:51 am »

Your problem is this:

Code: [Select]
  [CDI:INTERACTION:EXAMPLE RAISE]
EXAMPLE RAISE isn't an interaction.

Really? It's under the secrets of life and death in the 'interaction_secret' text file.

Spoiler (click to show/hide)
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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2807 on: October 08, 2012, 11:48:47 am »

Would it be possible to create peglegs or hooks? Basically wearable weapons for stump arms, and wearable crutches for stump legs? Or is that impossible? Even decor ones would be fine. I kind of got my hand bit off by an alligator, so I want to become Captain Hook.
« Last Edit: October 08, 2012, 11:50:32 am by Kaleb702 Games »
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RadHazard

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2808 on: October 08, 2012, 03:41:05 pm »

Your problem is this:

Code: [Select]
  [CDI:INTERACTION:EXAMPLE RAISE]
EXAMPLE RAISE isn't an interaction.

Really? It's under the secrets of life and death in the 'interaction_secret' text file.

Spoiler (click to show/hide)

The default EXAMPLE_RAISE interaction is located in a separate folder from the raw files.  It never actually gets loaded into the game.  If you want your custom interaction to work, you can just copy the interaction_secret.txt file from the "interaction examples" folder to "objects" folder.
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2809 on: October 08, 2012, 06:57:44 pm »

Your problem is this:

Code: [Select]
  [CDI:INTERACTION:EXAMPLE RAISE]
EXAMPLE RAISE isn't an interaction.

Really? It's under the secrets of life and death in the 'interaction_secret' text file.

Spoiler (click to show/hide)

Yeah, under the "interaction examples" folder.

Facekillz058

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2810 on: October 08, 2012, 07:24:50 pm »

Ohhhh.
Now I get it.
So stuff in that folder doesn't even get used then?
So this means, it is entirely possible to make oneself a necromancer without all the book hunting?!
When I get on my laptop in the near future i'll make sure to do this.

Thanks guys.
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IndigoFenix

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2811 on: October 09, 2012, 03:56:41 am »

Ohhhh.
Now I get it.
So stuff in that folder doesn't even get used then?
So this means, it is entirely possible to make oneself a necromancer without all the book hunting?!
When I get on my laptop in the near future i'll make sure to do this.

Thanks guys.

There are lots of ways of making a creature a necromancer.  However, necromancy doesn't work right in fortress mode: even if you give a playable creature the ability to raise the dead as well as all of the other necromancy tags, zombies will still attack them in fortress mode.
If it's adventure mode necromancy you're looking for though, that's simple.  Just give your selected creature a natural ability that lets them use an interaction on themselves that turns them into a necromancer, using a copy of the one in the examples (but using CREATURE_ACTION instead of SECRET).  You might want to create a new creature if you do this, though, or ALL of its species will be able to raise the dead.

Facekillz058

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2812 on: October 09, 2012, 04:37:46 am »

Ohhhh.
Now I get it.
So stuff in that folder doesn't even get used then?
So this means, it is entirely possible to make oneself a necromancer without all the book hunting?!
When I get on my laptop in the near future i'll make sure to do this.

Thanks guys.

There are lots of ways of making a creature a necromancer.  However, necromancy doesn't work right in fortress mode: even if you give a playable creature the ability to raise the dead as well as all of the other necromancy tags, zombies will still attack them in fortress mode.
If it's adventure mode necromancy you're looking for though, that's simple.  Just give your selected creature a natural ability that lets them use an interaction on themselves that turns them into a necromancer, using a copy of the one in the examples (but using CREATURE_ACTION instead of SECRET).  You might want to create a new creature if you do this, though, or ALL of its species will be able to raise the dead.

Actually, the way I was planning on doing it was making a reaction to summon a syndrome metal that boils instantly that has all the tags and gives the interactions for a necromancer. I still haven't gotten on my laptop yet to work on it, but I probably will tonight. Thanks though!
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misko27

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2813 on: October 10, 2012, 01:22:34 am »

Code: [Select]
[CAN_DO_INTERACTION:SPAM]
      [CDI:TARGET:C:LINE_OF_SIGHT]
      [CDI:TARGET_RANGE:C:5]
[CDI:USAGE_HINT:ATTACK]
[CDI:ADV_NAME:Spam Nonsense]
    [CDI:MAX_TARGET_NUMBER:C:1]
    [CDI:WAIT_PERIOD:30]
      [CDI:VERB:blast a wave of spam:blasts a wave of nonsense:NA]
[CDI:TARGET_VERB:is assualted by Ads:is surronded by Ads]
[CDI:BP_REQUIRED:BY_CATEGORY:MOUTH]
    [CDI:MATERIAL:LOCAL_CREATURE_MAT:NONSENSE:UNDIRECTED_DUST]
    [CDI:WAIT_PERIOD:30]

[USE_MATERIAL_TEMPLATE:LOCAL_CREATURE_MAT:NONSENSE]
[STATE_NAME:ALL_SOLID:solididified nonsense]
[STATE_ADJ:ALL_SOLID:solid nonsense]
[STATE_NAME:LIQUID:pure unadulterated nonsense]
[STATE_ADJ:LIQUID:pure unadulterated nonsense]
[STATE_NAME:GAS:nonsense]
[STATE_ADJ:GAS:nonsense]
[MELTING_POINT:9950]
[BOILING_POINT:10000]
[PREFIX:NONE]
[SYNDROME]
        [SYN_NAME:spammed by random nonsense]
        [SYN_AFFECTED_CLASS:GENERAL_POISON]
        [SYN_IMMUNE_CREATURE:SPAM:ALL]
        [SYN_INHALED][SYN_INGESTED]
        [CE_IMPAIR_FUNCTION:SEV:50:PROB:100:RESISTABLE:BP:BY_BODY_PART:BREATHE:START:50:PEAK:100:END:500]
        [CE_DROWSINESS:SEV:100:PROB:100:RESISTABLE:START:1000:PEAK:2000]
          [CE_DIZZINESS:SEV:75:PROB:100:RESISTABLE:START:500:PEAK:1000:END:1000]
Please. someone, tell me why it refuses to work.
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smakemupagus

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2814 on: October 10, 2012, 04:01:08 am »

am I interpreting properly that the first bit is part of a creature file and the second bit is supposed to define the material that gets used in the interaction?

The things that jump out at me are (1) that I can't tell whether you're trying to define your own new interaction vs. use the MATERIAL_EMISSION built in reaction ... I assume the latter since you haven't included an interaction definition.  and (2) either you are doing something subtle that goes over my head with the LOCAL_CREATURE_MAT, or your material definition was totally jacked up :)

disclaimer, not an interactions expert, if this doesn't help or I'm way off base apologies in advance.


      
<<in your creature file>>

   [CAN_DO_INTERACTION:SPAM]
[CAN_DO_INTERACTION:MATERIAL_EMISSION]

            [CDI:TARGET:C:LINE_OF_SIGHT]
           [CDI:TARGET_RANGE:C:5]
      [CDI:USAGE_HINT:ATTACK]
      [CDI:ADV_NAME:Spam Nonsense]
          [CDI:MAX_TARGET_NUMBER:C:1]
          [CDI:WAIT_PERIOD:30]
           [CDI:VERB:blast a wave of spam:blasts a wave of nonsense:NA]
      [CDI:TARGET_VERB:is assualted by Ads:is surronded by Ads]
      [CDI:BP_REQUIRED:BY_CATEGORY:MOUTH]
          [CDI:MATERIAL:LOCAL_CREATURE_MAT:NONSENSE:UNDIRECTED_DUST]
[CDI:MATERIAL:INORGANIC:NONSENSE:UNDIRECTED_DUST]

          [CDI:WAIT_PERIOD:30]

<<in an object:inorganic file>>
[INORGANIC:NONSENSE]
[USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
[USE_MATERIAL_TEMPLATE:LOCAL_CREATURE_MAT:NONSENSE]

   [STATE_NAME:ALL_SOLID:solididified nonsense]
   [STATE_ADJ:ALL_SOLID:solid nonsense]
   [STATE_NAME:LIQUID:pure unadulterated nonsense]
   [STATE_ADJ:LIQUID:pure unadulterated nonsense]
   [STATE_NAME:GAS:nonsense]
   [STATE_ADJ:GAS:nonsense]
   [MELTING_POINT:9950]
   [BOILING_POINT:10000]
   [PREFIX:NONE]
   [SYNDROME]
            [SYN_NAME:spammed by random nonsense]
            [SYN_AFFECTED_CLASS:GENERAL_POISON]
            [SYN_IMMUNE_CREATURE:SPAM:ALL]
            [SYN_INHALED][SYN_INGESTED]
            [CE_IMPAIR_FUNCTION:SEV:50:PROB:100:RESISTABLE:BP:BY_BODY_PART:BREATHE:START:50:PEAK:100:END:500]
            [CE_DROWSINESS:SEV:100:PROB:100:RESISTABLE:START:1000:PEAK:2000]
             [CE_DIZZINESS:SEV:75:PROB:100:RESISTABLE:START:500:PEAK:1000:END:1000]

« Last Edit: October 10, 2012, 04:04:44 am by smakemupagus »
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IndigoFenix

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2815 on: October 10, 2012, 02:46:00 pm »

I've been trying to modify Weird Text Format message files using Andux's old editor, and the txt2wtf works fine, however the wtf2txt only seems to work for a couple of select files (like the embark message) - usually it just spits back a blank file, so I'm unable to read their proper format or how to use variables.  How do I get this to work, or where can I find a copy of the WTF files in readable format?

Bigheaded

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2816 on: October 10, 2012, 04:43:06 pm »

I have embarked and would rather not lose it (i already know the solution to make an embark without them)

I am looking to remove a unit (in this case pond grabbers, because they're annoying, they're hard to kill for lazy people and they sit around on the map for absolutely ages) completely from the map and make it so they cannot come back.

I've tried simply removing from the raws, on the current save and i get a "pond grabber missing" error.
If they were removed using DFHack (possibly DFusion, i don't know a lot about dfusion but looks to be possible on that) or anything else, to remove these pond grabbers from the map and prevent them from coming ever again? (will editing the raws work if they don't exist on the map?)
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misko27

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2817 on: October 10, 2012, 04:43:53 pm »

-snip-
Muchos Gracias.

2 more.
What are the breath attack tokens? I can't seem to find them anywhere.
When speaking in a interaction, where does the text file go?
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2818 on: October 10, 2012, 05:10:26 pm »

-snip-
Muchos Gracias.

2 more.
What are the breath attack tokens? I can't seem to find them anywhere.
When speaking in a interaction, where does the text file go?

1. http://dwarffortresswiki.org/index.php/Syndrome#Breath_Attack_Types

2. (copied from here)
Code: [Select]
VERBAL_SPEECH filename Specifies what the creature says when they perform the interaction. Filename path is relative to /data/speech.

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2819 on: October 10, 2012, 07:49:38 pm »

I'm making 3 different creatures as castes of my mod's playable creature so they can all appear in fort mode. Is there a way to prevent cross-breeding between the castes so they'll only breed within their own castes?
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