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Author Topic: [MODDING] 0.34. QUESTIONS THREAD  (Read 1076672 times)

Stirk

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3030 on: October 31, 2012, 11:03:58 pm »

Quote
The maximum number that things in this game can be is probably 4294967295, you know. Velocity modifiers may be signed, though, so it could be 2147483647. Your number is, well, a bit big.

Eh? We all know that if it is worth doing, it is worth overdoing. I just held down the 0 until I could honestly say "Yah. That is fit for a megabeast."

Maybe I will just make a new metal, based on adamantine but heavier?
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3031 on: October 31, 2012, 11:06:41 pm »

This game is programmed. On a computer. Variables can only go so high. Your number is 10^258, which is, in fact, higher than any normal home computer can have with one variable... by ~238 orders of magnitude.

50000 should do more than fine for a megabeast.

MCipher

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3032 on: October 31, 2012, 11:18:29 pm »

Quote
Adamantine is light, and can not focus a lot of energy on attacking [unless you use, for example, A cutting weapon. But that's due to it's edge, which is not a factor in stabs.]

Part true. Adamantine is light, but I am using a cutting weapon, with and "EDGE" tag.

Quote
It may be because gore is a thrust attack.

Eh? No. I could name it "THEHAPPYDANCEOFFARIES" and it would still do the same damage kind. Names have no power here.

I tried to counteract it with

   [ATTACK_VELOCITY_MODIFIER:1000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000]

But it doesn't seem to help much. I thought about just spawning it with a modded admantine sword, but I have no clue how to do that.

Crap. I knew my facts had flaws. But, "GORE" attacks uses Edge? I didn't know that.
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3033 on: October 31, 2012, 11:20:22 pm »

GORE attacks haven't existed since 31.01 was released two years ago.

Stirk

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3034 on: October 31, 2012, 11:29:40 pm »

Quote
This game is programmed. On a computer. Variables can only go so high. Your number is 10^258, which is, in fact, higher than any normal home computer can have with one variable... by ~238 orders of magnitude.

50000 should do more than fine for a megabeast.

Nonsense! You just have to believe in the power of dwarf fortress, and anything is possible! It is your nonbelief that is ruining my code!

Quote
Crap. I knew my facts had flaws. But, "GORE" attacks uses Edge? I didn't know that.

They aren't. I added the  [ATTACK_FLAG_EDGE], so mine does.
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3035 on: October 31, 2012, 11:30:33 pm »

Well, your attack isn't a GORE attack, it's an attack that the game calls GORE. There's quite a bit of difference. (The former being an old pre-31.01 attack type and the latter just being an arbitrary designation that doesn't really affect the attack)

Stirk

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3036 on: October 31, 2012, 11:34:42 pm »

Quote
Well, your attack isn't a GORE attack, it's an attack that the game calls GORE. There's quite a bit of difference. (The former being an old pre-31.01 attack type and the latter just being an arbitrary designation that doesn't really affect the attack)

Ah? I don't know anything pre-this release, let alone coding for prethis release. How should I know that?

Like I said, I could name it HAPPYFAIRIEDANCE if I wanted to. It doesn't change anything.

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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3037 on: October 31, 2012, 11:38:25 pm »

Yes, that's what I'm saying. MCipher was just saying something about GORE attacks that hasn't been true since 31.01 was released, and my EVER-ONGOING MODDING EDUCATION CAMPAIGN relies on me pointing things like that out :P

Curseborn

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3038 on: November 01, 2012, 01:05:35 am »

Hey guys Ive never modded before but was interested in trying to change a few things around in a termite civ mod.  Currently the stronger soldier classes have a little thicker chitin but what i want is to make the chitin have the qualities of different metals. I was able to add a horn and gore attack though which made me feel like i wasnt completely aweful at least.
Code: [Select]
[SELECT_CASTE:BRUTE]
[BODY:QUADRUPED:2EYES:HEART:GUTS:BRAIN:LARGE_MANDIBLES:UPPERBODY_PINCERS:HEAD_HORN]
[BODYGLOSS:INSECT_UPPERBODY:INSECT_LOWERBODY]
[SELECT_MATERIAL:HORN]
[MAT:INORGANIC:ADAMANTINE]
[TISSUE:STEEL]
[TISSUE_NAME:chitin:chitin]
[TISSUE_MATERIAL:INORGANIC:STEEL]
[BODY_DETAIL_PLAN:THICKCHITIN_TISSUES]
[USE_TISSUE_TEMPLATE:INORGANIC:ADAMANTINE]
[BODY_DETAIL_PLAN:THICKCHITIN_MATERIALS]
[USE_MATERIAL_TEMPLATE:INORGANIC:ADAMANTINE]
[ATTACK:PINCER:BODYPART:BY_CATEGORY:PINCER]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:pinch:pinches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:125]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_CANLATCH]
[ATTACK_FLAG_WITH]
[ATTACK:BITE:BODYPART:BY_CATEGORY:MANDIBLE]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:75]
[ATTACK_PENETRATION_PERC:150]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_CANLATCH]
    [ATTACK:HGORE:BODYPART:BY_CATEGORY:HORN]
      [ATTACK_SKILL:BITE]
[ATTACK_PENETRATION_PERC:150]
      [ATTACK_VERB:gore:gores]
      [ATTACK_CONTACT_PERC:100]
      [ATTACK_FLAG_WITH]
      [ATTACK_PRIORITY:MAIN]

Im sure there are plenty of errors, ive spent all day looking through the forum trying to do it myself but im lost.  Can anyone tell me where ive gone wrong?
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Facekillz058

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3039 on: November 01, 2012, 04:49:57 am »

Wait, Gore attacks don't exist anymore?
Because my last character got his ass kicked by bogeymen who liked to gore me face.
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RadHazard

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3040 on: November 01, 2012, 06:43:19 am »

Wait, Gore attacks don't exist anymore?
Because my last character got his ass kicked by bogeymen who liked to gore me face.

I believe Putnam means that GORE type attacks, a specific thing with special qualities, no longer exist.  There are still attacks named "Gore" in the game.
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3041 on: November 01, 2012, 08:55:05 am »

Wait, Gore attacks don't exist anymore?
Because my last character got his ass kicked by bogeymen who liked to gore me face.

GORE as opposed to BLUNT or EDGE.

freeformschooler

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3042 on: November 01, 2012, 03:23:03 pm »

I'm probably just misunderstanding part of the game or how it works, but is there any reason we can't add the same tags through CE_ADD_TAG we can in CV_NEW_TAG? For example, SKILL_RATE. What part of the game mechanics prevent us from doing this other than arbitrary limits on syndrome/interaction capabilities?
« Last Edit: November 01, 2012, 03:24:58 pm by freeformschooler »
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3043 on: November 01, 2012, 04:54:09 pm »

I'm probably just misunderstanding part of the game or how it works, but is there any reason we can't add the same tags through CE_ADD_TAG we can in CV_NEW_TAG? For example, SKILL_RATE. What part of the game mechanics prevent us from doing this other than arbitrary limits on syndrome/interaction capabilities?

Toady only added so many tokens because some tokens take arguments and the format for CE_NEW_TAG is incompatible with arguments, while CV_NEW/ADD_TAG basically does one token, arguments included, at a time, and you need a whole creature to apply them.

What I would really like is for syndromes to be able to apply creature variations.

Stirk

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3044 on: November 01, 2012, 05:02:20 pm »

Quote
Im sure there are plenty of errors, ive spent all day looking through the forum trying to do it myself but im lost.  Can anyone tell me where ive gone wrong?

Your material modifiers are off. Lucky for you I was just messing around with something similar yesterday, so I have the code still:

Quote
Code: [Select]
[code]
[TISSUE:ADAMANTINE] [TISSUE_NAME:chitin:chitin] [TISSUE_MATERIAL:INORGANIC:ADAMANTINE] [MUSCULAR] [FUNCTIONAL] [STRUCTURAL]
[RELATIVE_THICKNESS:3]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE_LAYER:BY_CATEGORY:HORN:ADAMANTINE
]

Try inserting that. It worked on turning my megabeast's "horns" into adamantine (though it was weaker then I wanted it...). Adding something like [TISSUE_LAYER:BY_CATEGORY:SKIN:ADAMANTINE] may work for the skin.
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