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Author Topic: [MODDING] 0.34. QUESTIONS THREAD  (Read 1076813 times)

Meph

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2925 on: October 24, 2012, 02:02:56 am »

Question about transformations:

If I transform a dwarf with skillset X into a dwarf with natural skills in... Y, and the transformation ends after a short time, will the dwarf keep skill Y ? Or will he revert back to X ?
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Gaybarowner

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2926 on: October 24, 2012, 07:51:40 am »

I had an idea for my blademaster adventurer class I am making..
Basically could I make a ability to use a corpse to make a mirror image of myself? That copies the same stats? I know I can use raise corpse rename it and swap the things it has but would this work in some way? Thanks I love you all =3
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ArKFallen

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2927 on: October 24, 2012, 09:17:17 am »

Question about transformations:
If I transform a dwarf with skillset X into a dwarf with natural skills in... Y, and the transformation ends after a short time, will the dwarf keep skill Y ? Or will he revert back to X ?
That's a good question. I think they aren't given Y at all due to a doppleganger creature (though the creature had natural skills itself, which could have prevented Y) I created whose skills remained at its default.

I had an idea for my blademaster adventurer class I am making..
Basically could I make a ability to use a corpse to make a mirror image of myself? That copies the same stats? I know I can use raise corpse rename it and swap the things it has but would this work in some way? Thanks I love you all =3
No, it wouldn't. If you turned it into your creature it'd keep its relative stats. What I mean is if you turn an average strength duck into a human it is considered a weak strength human. Average alligators become strong humans, while strong alligators become very strong humans. A giant will probably become at least a strong human regardless of attributes simply because a very weak giant is still much stronger than a human.
Also if you reanimate it permanently into another creature and it collapses the corpse will be of that new creature. I don't remember if they keep that form upon re-raising though :-\
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Gaybarowner

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2928 on: October 24, 2012, 10:47:14 am »

Question about transformations:
If I transform a dwarf with skillset X into a dwarf with natural skills in... Y, and the transformation ends after a short time, will the dwarf keep skill Y ? Or will he revert back to X ?
That's a good question. I think they aren't given Y at all due to a doppleganger creature (though the creature had natural skills itself, which could have prevented Y) I created whose skills remained at its default.

I had an idea for my blademaster adventurer class I am making..
Basically could I make a ability to use a corpse to make a mirror image of myself? That copies the same stats? I know I can use raise corpse rename it and swap the things it has but would this work in some way? Thanks I love you all =3
No, it wouldn't. If you turned it into your creature it'd keep its relative stats. What I mean is if you turn an average strength duck into a human it is considered a weak strength human. Average alligators become strong humans, while strong alligators become very strong humans. A giant will probably become at least a strong human regardless of attributes simply because a very weak giant is still much stronger than a human.
Also if you reanimate it permanently into another creature and it collapses the corpse will be of that new creature. I don't remember if they keep that form upon re-raising though :-\
Hm well in the fear the night addon it has a summoner that reshifts the corpse into a creature wonder if I can work with that.. Well thanks though for the answer :D
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NineFourEightSeven

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2929 on: October 24, 2012, 06:15:46 pm »

Is it possible to make a tree drop stones named after it instead of logs?
Trying to make tiberium crystal "trees".
The dropped stone will be used in a refinery building to produce "credits".
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Meph

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2930 on: October 24, 2012, 06:53:50 pm »

Sounds very command&conquery, but unfortunately the answer is no. It will always be a "materialnamehere log". Nothing else works. But maybe wait for the next update, with giant mushrooms, multitile trees and fruits. Should allow more space for modders in that direction.
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Stirk

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2931 on: October 24, 2012, 07:23:53 pm »

Is there a reason you can't just make them logs? You could probably just do the same thing with them as logs...
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2932 on: October 24, 2012, 07:28:35 pm »

Illustrative principles.

NineFourEightSeven

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2933 on: October 25, 2012, 06:09:48 pm »

So a better idea is a green, inedible, ungrowable, plant with the "^" tile?

Okay, so this plant doesn't work, why exactly?
Code: [Select]
plant_tiberium

[OBJCT:PLANT]

[PLANT:GREEN_TIBERIUM]
[NAME:green tiberium][NAME_PLURAL:green tiberium crystals][ADJ:green tiberium]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[MATERIAL_VALUE:10]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[PICKED_TILE:127][PICKED_COLOR:2:1:0]
[DRY][WET][BIOME:ALL]
[SHRUB_TILE:127]
[SHRUB_COLOR:2:1:0]
[PREFIX:NONE]
[SPRING][SUMMER][AUTUMN][WINTER]
[FREQUENCY:100]
[CLUSTERSIZE:15]
[PREFSTRING:green glow]
« Last Edit: October 25, 2012, 06:29:47 pm by NineFourEightSeven »
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2934 on: October 25, 2012, 06:33:33 pm »

Try giving it ANY_LAND as a biome instead of ALL.

MCipher

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2935 on: October 25, 2012, 07:22:44 pm »

Well, I am making a new creature, but I am experiencing trouble. I need 4 special castes to fire a syndrome breath attack (similar to dragonfire) that turns a creature into the creature that used the attack. (currently called, due to no other names coming to my head, Doombringers) I know how syndromes work, it's just I dont know how to use the "local material" to make the syndrome. I made a few Injection syndromes before, but no "[TRAILING_VAPOR_FLOW]" syndromes.
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2936 on: October 25, 2012, 07:44:22 pm »

LOCAL_CREATURE_MAT

NineFourEightSeven

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2937 on: October 25, 2012, 08:26:30 pm »

Adding ANY_LAND didn't work, or at least appear to.

Does having no edible products exclude plants from the plant stockpile list?

Edit:
Found a massive error, It said [OBJCT:PLANT], I spelled OBJECT wrong!

Now how do I go about making a reaction that only accepts tiberium plants?

And what's a good material for credits? metal? plastic? paper?
« Last Edit: October 25, 2012, 09:04:16 pm by NineFourEightSeven »
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Stirk

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2938 on: October 25, 2012, 10:59:49 pm »

Anyone know what is wrong with these codes?
Spoiler (click to show/hide)

They are made to make furniture, mostly, but instead they build MAGMA. I would have guessed that the furniture part is wrong, but it does say "Build rock (Furniture I am trying to make), so I wanted to check.
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2939 on: October 25, 2012, 11:04:24 pm »

INORGANIC:METAL isn't valid. What you want is INORGANIC:NONE.

Also, make sure you have the correct item tokens.
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