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Author Topic: [MODDING] 0.34. QUESTIONS THREAD  (Read 1054918 times)

Stirk

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3915 on: February 01, 2013, 10:44:48 pm »

Ok, I have a stupid question.  It's probably some super basic thing but so far all my attempts have ended in failure.

I wish to play a custom race for fortress mode.  This I have already done, and pretty thoroughly.  But dwarves might as well not exist while I'm playing them.  I want to fix that, I want to get dwarven traders, and even sieges should I piss them off.  I have spent far too long playing DF with dwarves effectively missing.

What do I need to do to make this happen? I've cloned the mountain entity once and gave them a number of humanlike tags but that didn't seem to do the trick.  Are there specific tags that need to be added, removed, or modified?

There is several things that may have been the problem. First, are they near the dwarves geologically? Second, are they at war with the dwarves? Third, are all the dwarves wiped out? If those are not the problem, then you could lower the trade triggers, or something even further.
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i2amroy

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3916 on: February 01, 2013, 11:09:37 pm »

Is it possible to create an interaction that will increase a certain skill to a higher level and then lower it back to what it was before?
Not really. You can alter the creatures general amount of "luck" with their skill rolls using CE_SKILL_ROLL_ADJUST, though. This will raise or lower all of a creatures skill rolls (or only a random percent of them) by a given percentage while it is active.
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Geoman

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3917 on: February 02, 2013, 05:08:12 am »

Is it possible to appoint to different castes of one creature different tiles (using graphics set)? If yes how can i do this?
« Last Edit: February 02, 2013, 05:18:52 am by Geoman »
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smakemupagus

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3918 on: February 02, 2013, 10:46:37 am »

Is it possible to appoint to different castes of one creature different tiles (using graphics set)? If yes how can i do this?

No, you can only set tiles by profession.  If it is just an invading race you can sort of "fake" it by giving some caste high Natural skill in some skill and forcing the tile that way.

Furtuka

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3919 on: February 02, 2013, 11:17:08 am »

It turns out that I didn't know that amphibious could not be added via syndrome. Is there any way I could allow the user of the interaction to breath water without transforming them into a different species?
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Stirk

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3920 on: February 02, 2013, 11:48:36 am »

Quote
It turns out that I didn't know that amphibious could not be added via syndrome. Is there any way I could allow the user of the interaction to breath water without transforming them into a different species?

Give them NO_BREATH?
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htabdoolb

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3921 on: February 02, 2013, 11:58:00 am »

I'd like to make a custom bin item with a larger container capacity than the standard bin. The trouble seems to be that bins are hardcoded, not present in the raws, so I don't know how to define a custom bin. I'm assuming that bins are a sort of tool, and will have similar properties to tools such as large pots and jugs and such, but there is also the matter of them being categorized more as furniture by the game.

I've seen examples of creating bins made out of non-wood, non-metal materials here on the modding forum, but nothing about defining a separate bin item completely. I guess what I am looking for is the TOOL_USE token for bins. Large pots have FOOD_STORAGE, is there a generic ITEM_STORAGE or something similar that bins use?

Any help or suggestions are appreciated.
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smakemupagus

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3922 on: February 02, 2013, 12:08:23 pm »

That's a good idea, but the wiki is almost always comprehensive.  So since there is no tool use token listed for bins it probably doesn't exist.

Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3923 on: February 02, 2013, 01:17:49 pm »

I'd like to make a custom bin item with a larger container capacity than the standard bin. The trouble seems to be that bins are hardcoded, not present in the raws, so I don't know how to define a custom bin. I'm assuming that bins are a sort of tool, and will have similar properties to tools such as large pots and jugs and such, but there is also the matter of them being categorized more as furniture by the game.

I've seen examples of creating bins made out of non-wood, non-metal materials here on the modding forum, but nothing about defining a separate bin item completely. I guess what I am looking for is the TOOL_USE token for bins. Large pots have FOOD_STORAGE, is there a generic ITEM_STORAGE or something similar that bins use?

Any help or suggestions are appreciated.

Nope, the wiki is 100% complete on that.

htabdoolb

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3924 on: February 02, 2013, 01:35:25 pm »

I had been hoping that someone more familiar with coding and how programs work had been able to somehow pull out the hardcoded information on bins from the game, and that perhaps it simply hadn't made it onto the wiki yet(or because reverse engineering is often frowned upon).
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3925 on: February 02, 2013, 01:37:24 pm »

I had been hoping that someone more familiar with coding and how programs work had been able to somehow pull out the hardcoded information on bins from the game, and that perhaps it simply hadn't made it onto the wiki yet(or because reverse engineering is often frowned upon).

Why would you need that? The wiki is complete on this issue. If there were a new tool use added, Toady would have said so.

smakemupagus

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3926 on: February 02, 2013, 01:38:27 pm »

I had been hoping that someone more familiar with coding and how programs work had been able to somehow pull out the hardcoded information on bins from the game

That is, in general terms, already how the wiki gets populated/checked. 

Furtuka

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3927 on: February 02, 2013, 04:08:36 pm »

How would I set up a reaction that summons illusion copies of the user? I think I have an idea of how to make the illusions by messing with their tissues but I'm not sure how to summon them.
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WillowLuman

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3928 on: February 02, 2013, 04:13:11 pm »

Not sure any kind of summoning, except extremely long difficult workaround ones, are possible at the moment.
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i2amroy

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3929 on: February 02, 2013, 04:13:38 pm »

How would I set up a reaction that summons illusion copies of the user? I think I have an idea of how to make the illusions by messing with their tissues but I'm not sure how to summon them.
I can only think of one way right now, and it's hoops as fuck.
1)Utilize the "clone" reaction.
2)Have the transformed clone not have any attacks, so all if can do is "push".
3)Give the clones some sort of internally applied syndrome timer that causes them to die horrifically when the timer ends.
4)Have the clones have a item corpse that boils away into smoke.

Other then that I don't know of any ways. You might be able to get "passes through" for all of your combat messages by making all of the clone tissues be of the "feather" format, but I'm not sure if that will work completely the way that it seems like it should.
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