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Author Topic: [MODDING] 0.34. QUESTIONS THREAD  (Read 1054903 times)

Glitch(TMG)

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3885 on: January 30, 2013, 01:20:47 pm »

He hasn't.
You could simulate it in-game with a "clone" reaction that has a very long cool down, but even that won't be simulated during world generation.

Hrm, just as I feared. Well, off to make a suggestion thread about it, this is a rather striking omission--

wait, won't be done during world generation? Then how do currently non-reproducing creatures (cave floaters, floating guts, things like that) populate the world without eventually dying off like mega and forgotten beasts?
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i2amroy

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3886 on: January 30, 2013, 01:26:20 pm »

wait, won't be done during world generation? Then how do currently non-reproducing creatures (cave floaters, floating guts, things like that) populate the world without eventually dying off like mega and forgotten beasts?
They spawn in large numbers and aren't hunted down and killed except very rarely by hunters during world generation. Assuming you had an extremely long world gen all of these creatures would go extinct, but for the most part they survive due to the fact that the only things that really get killed during world generation are important creatures and very rarely a random one by a hunter.
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It would be brutally difficult and probably won't work. In other words, it's absolutely dwarven!
Cataclysm: Dark Days Ahead - A fun zombie survival rougelike that I'm dev-ing for.

Glitch(TMG)

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3887 on: January 30, 2013, 01:28:17 pm »

So, given enough time they will die off like mega and forgotten beasts.

Damn. That's even worse than I thought. A striking omission indeed.
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Furtuka

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3888 on: January 30, 2013, 04:21:26 pm »

Is there any usage hint I could give to an interaction that temporarily transforms the user into an amphibious creature that will cause them to use it if they fall in the water?
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3889 on: January 30, 2013, 04:45:58 pm »

Is there any usage hint I could give to an interaction that temporarily transforms the user into an amphibious creature that will cause them to use it if they fall in the water?

Maybe you could use that IN_WATER LOCATION_HINT, but I'm not sure if that would work.

Furtuka

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3890 on: January 30, 2013, 04:52:34 pm »

In the period of a syndrome, how big of a number would encompass about 1 turn of action for the average adventurer?

Also can a interaction have multiple usage hints?
« Last Edit: January 30, 2013, 05:18:11 pm by Furtuka »
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i2amroy

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3891 on: January 30, 2013, 05:21:41 pm »

1 time unit = 1 tick, and the average dwarf takes one step about every 10-11 ticks.
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It would be brutally difficult and probably won't work. In other words, it's absolutely dwarven!
Cataclysm: Dark Days Ahead - A fun zombie survival rougelike that I'm dev-ing for.

Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3892 on: January 30, 2013, 05:22:04 pm »

1. I have tried fruitlessly to figure that out. Adventure mode time be whack, yo.
2. Yep.

i2amroy

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3893 on: January 30, 2013, 05:24:03 pm »

1. I have tried fruitlessly to figure that out. Adventure mode time be whack, yo.
Adventure mode syndromes last 1/72th the duration of fort syndromes due to the fact that 1 tick = about 1 second in adventure mode and 1 tick = 72 seconds in fort mode.
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It would be brutally difficult and probably won't work. In other words, it's absolutely dwarven!
Cataclysm: Dark Days Ahead - A fun zombie survival rougelike that I'm dev-ing for.

Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3894 on: January 30, 2013, 05:27:00 pm »

Except they don't. That's the issue. I have a syndrome that lasts 100 ticks or so. In dwarf mode, this translates to (naturally) about a second's worth of a huge speed burst, enough to travel ~30-40 tiles. In adventurer mode, it usually lasts until fast travel.

Stirk

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3895 on: January 30, 2013, 05:28:07 pm »

Quote
Except they don't. That's the issue. I have a syndrome that lasts 100 ticks or so. In dwarf mode, this translates to (naturally) about a second's worth of a huge speed burst. In adventurer mode, it usually lasts until fast travel.

Well the fact that it raises speed naturally messes up how the ticks work.
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3896 on: January 30, 2013, 05:28:58 pm »

Yeah, but it shouldn't mess it up that badly.

Stirk

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3897 on: January 30, 2013, 05:38:28 pm »

Quote
Yeah, but it shouldn't mess it up that badly.

Well how much did you raise it?
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3898 on: January 30, 2013, 05:51:00 pm »

It should only last about 50 turns at most, is what I'm saying; instead, it tends to last over 100.

Stirk

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3899 on: January 30, 2013, 05:54:15 pm »

Quote
It should only last about 50 turns at most, is what I'm saying; instead, it tends to last over 100.

I meant to ask how high you raised the stat.
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