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Author Topic: [MODDING] 0.34. QUESTIONS THREAD  (Read 1065476 times)

WillowLuman

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3435 on: December 19, 2012, 08:40:51 pm »

Well, you could have it ooze something from it's internal organs as one of the symptoms, and that ooze would constantly re-infect.

Let's say you have SYNDROME_X, and it has [SYN_IMMUNE_CLASS:VACCINATED_X], plus the ooze symptom. You'd have to pre-define the ooze material as causing the syndrome, though, as otherwise it wouldn't be recursive unless you typed an infinite line of goos that define syndromes that define goos. The symptoms, including oozing, must also have an END value.

Then you have SYNDROME_Y, which cures SYNDROME_X by adding [SYN_CLASS:VACCINATED_X] to the recipient. After the current cycle wears off, the goo won't re-infect the patient, and there's your cure!

Unfortunately, this method does not allow for syndromes which cause both chronic and acute effects, since every symptom is repeated each cycle, and once cured the patient is now immune to further infections from the syndrome. That last bit can be fixed by adding an END value to SYNDROME_Y though.
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Valikdu

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3436 on: December 21, 2012, 02:13:00 pm »

Has anyone tried making a creature with several castes that have different megabeast status? For example, the main creature would be a megabeast with [SPOUSE_CONVERTER], and there would be several different [CONVERTED_SPOUSE] creatures with semimegabeast status, or no status. Will they reproduce with the converter?

Also, what does [NIGHT_CREATURE_HUNTER] do, exactly? Megabeast castes with Conversion seem to abduct people and turn them just fine.

Again, also: Does the gender of the abductee matter? ok, probably not.
« Last Edit: December 21, 2012, 02:24:46 pm by Valikdu »
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Robosaur

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3437 on: December 21, 2012, 03:04:34 pm »

now I want to make giant dwarven megabeasts as a dwarven sub-caste
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3438 on: December 22, 2012, 02:24:17 am »

Code: [Select]
Unrecognized Body Part Group Token: BP
this is the worst errorlog error ever

Sanure

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3439 on: December 22, 2012, 05:10:36 am »

I'm back with a few more questions regarding interactions. I am currently making a blob/ooze type monster I'm calling, for now, the dark waters. Its intended as a megabeast that when it attacks will turn those it touches into a "absorbed form." I have the forms made, but I dont know the best setup for a touch based interaction. It needs to be touch-based for when a creature attempts to enter melee combat with it so that they become the absorbed form. So my questions are how do i set-up a touch based interaction, and how do I make an interaction that kills any absorbed creatures?
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pisskop

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3440 on: December 22, 2012, 11:15:38 am »

Are names hardcoded?  first ones?
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3441 on: December 22, 2012, 03:24:52 pm »

Nope. First names are based on the selected symbols in the entity.

There's a TOUCHABLE thing you can use instead of LINE_OF_SIGHT.

ArKFallen

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3442 on: December 22, 2012, 03:52:45 pm »

So my questions are how do i set-up a touch based interaction, and how do I make an interaction that kills any absorbed creatures?
What Putnam said.
And to kill any of the absorbed you could simply make the form unstable and evaporate (all mats have low boiling point), make the interaction ce_impair_function on the brain and have it kill it with a single love tap afterwards, or simply use the ce_bleed at extremely high severity (though this way has always been very touch-and-go for me).
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Speakafreak22

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3443 on: December 22, 2012, 05:51:26 pm »

Sort of new at modding.
How mod elves and humans to always be at war with me?
Is there a way to make sieges come at a lower population rate (Say 50 dwarves)?
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3444 on: December 22, 2012, 05:53:36 pm »

Check out the entity token article on the wiki.

Crabs

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3445 on: December 23, 2012, 05:41:15 am »

Okay I tried to mod my own weapon.
The prototype:

Code: [Select]
[ITEM_WEAPON:ITEM_WEAPON_HAMMER_SICLE]
[NAME:hammer-sicle:hammer-sicles]
[VALUE:10]
[METAL_WEAPON_MAT]
[TOOL_USE:GRIND_POWDER_GRINDER]
[TILE:'/']
[SIZE:1000]
[SKILL:HAMMER]
[TWO_HANDED:27500]
[MINIMUM_SIZE:5000]
[MATERIAL_SIZE:2]
[ATTACK:BLUNT:800:400:slap:slaps:side:1250]
[ATTACK:BLUNT:20:400:strike:strikes:head:5000]
[ATTACK:EDGE:30:5000:stab:stabs:point:5000]
[ATTACK:EDGE:2000:1500:slash:slashes:blade:5000]

I wanted a blunt weapon that still should have a blade to cut off limbs. I tested it in adventure mode and the arena but in adv-mode the "slash" attack only shatters bones. Did I do something wrong with the values? I copied the slash attack from the "LARGE DAGGER" weapon item so I thought this would work but it still acts as a blunt weapon.
So how to I change the values that I can cut through hordes of zombies?
« Last Edit: December 23, 2012, 06:10:43 am by Crabs »
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3446 on: December 23, 2012, 12:30:09 pm »

I think you may want to know that any AI using that weapon will use the edge attacks almost exclusively.

Also, weapons can't have tool uses or tiles; you may have made the weapon too big, as well.

Mr Space Cat

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3447 on: December 24, 2012, 02:16:14 pm »

I've got a question on how artifacts work in regards to [MATERIAL_SIZE]

Urist McWeaponsmith gets a strange mood. He decides to make an artifact of a weapon that would normally require, let's say hypothetically, 50 metal bars to forge. Will he run around collecting 50 metal bars before possibly being able to start his construction, or will he just need less than 50 bars?
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3448 on: December 24, 2012, 03:06:05 pm »

Yeah, I'm pretty sure artifacts are special in that regard.

Mr Space Cat

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3449 on: December 25, 2012, 03:25:50 pm »

quick question on how ranged weapons work.

Is it the traits of the ammo that decides how effective the shot is, or the weapon's [SHOOT_FORCE] AND [SHOOT_MAXVEL] that decide? Or is it both the weapon's [SHOOT] values and the ammo's [ATTACK] velocity?
Spoiler: Examples of the code (click to show/hide)
I'm assuming the ammo's attack tag and values are for when used as a melee weapon, but I wanted to make sure.

I'm aiming for a class of ranged weaponry that can reliably remove limbs in a lucky shot, such as "The flying small serrated disc strikes the goblin in the head and the part sails off in an arc!"
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