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Author Topic: [MODDING] 0.34. QUESTIONS THREAD  (Read 1055642 times)

Stirk

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4110 on: February 16, 2013, 12:58:08 pm »

Spoiler (click to show/hide)

Fine. I will rewright it again, basing it off one of my own. I tested this, and it works fine on mine, so here:

Code: [Select]
interaction_dragonbreath

[OBJECT:INTERACTION]

[INTERACTION:DRAGON_SECRET]
[I_SOURCE:SECRET]
[IS_NAME:the breath of dragons]
[IS_SPHERE:MOUNTAINS]
[IS_SECRET_GOAL:IMMORTALITY]
[IS_SECRET:SUPERNATURAL_LEARNING_POSSIBLE]
[IS_SECRET:MUNDANE_RESEARCH_POSSIBLE]
[IS_SECRET:MUNDANE_TEACHING_POSSIBLE]
[IS_SECRET:MUNDANE_RECORDING_POSSIBLE:objects/text/book_instruction.txt:objects/text/secret_fire.txt]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_REQUIRES:MORTAL]
[IT_REQUIRES:CAN_LEARN]
[IT_REQUIRES:CAN_SPEAK]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:dragonspeaker]
[SYNDROME]
[CE_DISPLAY_NAME:NAME:dragonspeaker:dragonspeakers:dragonspeaker:START:0]
[CE_ADD_TAG:NOEXERT:NO_AGING:NO_EAT:NO_DRINK:NO_SLEEP:FIREIMMUNE_SUPER:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST:START:0]

[CE_CAN_DO_INTERACTION:START:0]
[CDI:INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:breath fire]
[CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_CATEGORY:HEAD]
[CDI:MATERIAL:INORGANIC:FLOW:DRAGONFIRE]
    [CDI:VERB:breath fire:breaths fire:NA]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:50]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:60]

Now to be clear, to test it, you select "dwarf" as a creature and hit the u button until the dragonbreather thing comes up.
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exolyx

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4111 on: February 16, 2013, 01:00:56 pm »

Human, dwarf, elf, nothing seems to work.
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Stirk

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4112 on: February 16, 2013, 01:05:47 pm »

Human, dwarf, elf, nothing seems to work.

Just to make sure it isn't operator error, can you turn them into necromancers and vampires?
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4113 on: February 16, 2013, 01:13:38 pm »

exolyx: try putting "number of secrets" in worldgen to 0

Stirk

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4114 on: February 16, 2013, 01:14:23 pm »

exolyx: try putting "number of secrets" in worldgen to 0

That shouldn't effect arena mode.
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exolyx

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4115 on: February 16, 2013, 01:19:15 pm »

Human, dwarf, elf, nothing seems to work.

Just to make sure it isn't operator error, can you turn them into necromancers and vampires?
Yes, I can turn them into necromancers and vampires.
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4116 on: February 16, 2013, 01:21:04 pm »

...errorlog?

Stirk

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4117 on: February 16, 2013, 01:23:06 pm »

Human, dwarf, elf, nothing seems to work.

Just to make sure it isn't operator error, can you turn them into necromancers and vampires?
Yes, I can turn them into necromancers and vampires.

Did you spell the file name wrong? I'm running out of ideas, and I tested it on mine. It works fine.
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exolyx

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4118 on: February 16, 2013, 03:07:21 pm »

To be clear, it does in fact go in the interactions examples folder, correct?

I've checked the game where I copied the necromancer tags and basically just pasted them, but changed the raw name so it isn't a duplicate, and changed the arena name to see if it could be made in the arena, again, nothing happened.
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4119 on: February 16, 2013, 03:08:10 pm »

To be clear, it does in fact go in the interactions examples folder, correct?

No, that doesn't do anything. It needs to go into the raw/objects folder. The interactions examples folder is for examples, I.E, stuff to base things off of that won't appear in-game explicitly.

exolyx

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4120 on: February 16, 2013, 03:35:11 pm »

To be clear, it does in fact go in the interactions examples folder, correct?

No, that doesn't do anything. It needs to go into the raw/objects folder. The interactions examples folder is for examples, I.E, stuff to base things off of that won't appear in-game explicitly.
Well there's my problem, sorry for being a bit dense.
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Thundercraft

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4121 on: February 17, 2013, 09:12:17 pm »

One aspect of modding that I find particularly hard to grasp is syndromes. The wiki page on syndromes is pretty informative. But there are some details that seem glossed over. Are there any other tutorials or docs on syndromes?

Question:

I know syndrome Special Effects are often temporary, like CE_PHYS_ATT_CHANGE and CE_SPEED_CHANGE, as I've seen potions of strength and speed for a temp boost. But is there a way to make effects like CE_ADD_TAG and CE_BODY_TRANSFORMATION permanent? (Among other things, I'm wanting to add STERILE to a creature and make it permanent.)

It looks like syndromes usually have a PEAK and END to designate when the effect becomes most progressive and when it stops (like PEAK:1000:END:2000). But could I just leave that off a syndrome to make it permanent? Or is there another way to do it?
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smakemupagus

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4122 on: February 17, 2013, 09:20:35 pm »

Yes, at least, a [CE_CAN_DO_INTERACTION: ] on a syndrome can be permanent and works fine if you just leave off the START END and PEAK.

And many mods use permanent CE_BODY_TRANSFORMATION
« Last Edit: February 17, 2013, 09:22:49 pm by smakemupagus »
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4123 on: February 17, 2013, 11:36:44 pm »

The wiki article on syndrome explicitly says that PEAK and END are optional. In fact, I added that part!

Hugo_The_Dwarf

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4124 on: February 18, 2013, 03:54:58 pm »

Been out of modding for a bit

does transformed creatures breed?

say turn genderless creature into another
male and female version creatures

I'm having an issue with this, as they don't breed:

Spoiler: Creatures (click to show/hide)

The first one is the target, the second is the breeders
Goes first into either one of the 2 male/female castes of number 2
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