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Author Topic: [MODDING] 0.34. QUESTIONS THREAD  (Read 1055093 times)

Trapezohedron

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4740 on: April 09, 2013, 06:00:08 am »

Switch production chances to one, remove [PRESERVE_REAGENT] from the line below,

[REAGENT:A:1:WEAPON:ITEM_WEAPON_PICK:NONE:NONE:NONE][PRESERVE_REAGENT]

then make it produce a clone of said pick, to imitate breaking a pick while mining.

[PRODUCT:90:1:WEAPON:ITEM_WEAPON_PICK:GET_MATERIAL_FROM_REAGENT:A:NONE]

This has a 10% chance to break the pick each time the reaction is used.

And if you don't want to gain a masterwork pick in the process, remove mining. Mining governs how well you swing a pick anyway, so you might want to remove that to avoid brokeness.

Alternatively, use AdvFort in DFhack. It allows you to mine, among other things.
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Telgin

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4741 on: April 09, 2013, 01:11:08 pm »

Does anyone know if invaders are pulled from historical figures, or are they generated on the spot like they were in .31.25?  I'm basically curious if a new caste I add after world gen will show up in invasions.
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i2amroy

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4742 on: April 09, 2013, 01:14:31 pm »

Does anyone know if invaders are pulled from historical figures, or are they generated on the spot like they were in .31.25?  I'm basically curious if a new caste I add after world gen will show up in invasions.
I believe that right now they are still just generated on the spot, but their leaders/generals are all historical figures when they siege you.
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Telgin

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4743 on: April 09, 2013, 01:29:11 pm »

Cool, thanks.  Adding a new caste should work then.  Time to experiment.
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Shalderave

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4744 on: April 10, 2013, 07:40:52 pm »

Hello Gentlemen and women, how would I go about adding teeth to a bronze colossus? So's my modified adventurer can bite faces.
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dirkdragonslayer

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4745 on: April 10, 2013, 08:28:08 pm »

How would I make a creature out of different materials? Im planning on making a mod for me and my friends that add playable ghosts, needless, but fragile characters. I want to make them out of shadows, but their isnt a material for it, so how would I make a material? also, I want one caste to have a pumpkin head, so how would I differentiate the different materials for the different parts. The plan I had was (Head=Pumpkin) (Body=Shadow) and (Soul=a everything organ made of fire?) can anyone give me any pointers to do any of that?
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4746 on: April 10, 2013, 08:41:10 pm »

Hello Gentlemen and women, how would I go about adding teeth to a bronze colossus? So's my modified adventurer can bite faces.

Just add TEETH to the body.

How would I make a creature out of different materials? Im planning on making a mod for me and my friends that add playable ghosts, needless, but fragile characters. I want to make them out of shadows, but their isnt a material for it, so how would I make a material? also, I want one caste to have a pumpkin head, so how would I differentiate the different materials for the different parts. The plan I had was (Head=Pumpkin) (Body=Shadow) and (Soul=a everything organ made of fire?) can anyone give me any pointers to do any of that?

http://dwarffortresswiki.org/index.php/Modding_guide#Materials
http://dwarffortresswiki.org/index.php/Modding_guide#Creature_materials_and_tissues

Shalderave

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4747 on: April 10, 2013, 09:41:35 pm »

Thanks Putnam, you're on a roll.
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When the adventurer is told there is no more need for them, when there are no more targets to kill, why do they act surprised when our "hero" turns towards them and says "No"?

Trapezohedron

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4748 on: April 11, 2013, 09:26:53 am »

Is it possible to make an interaction with two simultaneous effects, like a syndrome and rock throwing, or a multi-element breath attack (just for the jumble of colors), or Dragonfire and TRAILING_DUST_FLOW?

Also, does total necrosis kills a target instantly, or does it just make the victim vulnerable to one hit kills (via swords, etc.)?
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ViolinAnon

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4749 on: April 11, 2013, 01:26:47 pm »

Hello, I made a new creature and I need some help with it.

Spoiler: Jumping Spider (click to show/hide)

My problem is that it's not a threat. At all.
I don't want it to just kill dwarves left and right, but it cannot kill an unarmed, unarmored and unskilled dwarf.
All it does is dent the skin.
How would I go about fixing that?
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smakemupagus

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4750 on: April 11, 2013, 01:39:02 pm »

Is it possible to make an interaction with two simultaneous effects, like a syndrome and rock throwing, or a multi-element breath attack (just for the jumble of colors), or Dragonfire and TRAILING_DUST_FLOW?

Also, does total necrosis kills a target instantly, or does it just make the victim vulnerable to one hit kills (via swords, etc.)?

A custom interaction can have many simultaneous effects, but not including material emissions.  MATERIAL_EMISSION (which covers rock throwing and breath attacks) is itself a hard-coded interaction. .... actually on second thought, maybe, you can write your own new interaction with multiple I_EFFECT:MATERIAL_EMISSION.

Necrosis is strange, even if very severe it doesn't seem to be fatal until the victim takes a hit (or possibly, enters some kind of state related to being in close combat?)
« Last Edit: April 11, 2013, 01:41:46 pm by smakemupagus »
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smakemupagus

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4751 on: April 11, 2013, 02:04:55 pm »

Hello, I made a new creature and I need some help with it.
My problem is that it's not a threat. At all.
I don't want it to just kill dwarves left and right, but it cannot kill an unarmed, unarmored and unskilled dwarf.
All it does is dent the skin.
How would I go about fixing that?

if you want it to be a physical danger to dwarves, it's too small.  Make the creature bigger, or maybe you can try increasing the
      [ATTACK_CONTACT_PERC:100]
      [ATTACK_PENETRATION_PERC:100]
to greater than 100 percent and see if that helps.

You can always make the SEV (severity) tokens on its poison effects much higher.

Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4752 on: April 11, 2013, 02:12:45 pm »

Yes (multiple I_EFFECTs).

The latter.

ViolinAnon

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4753 on: April 11, 2013, 02:21:28 pm »

if you want it to be a physical danger to dwarves, it's too small.  Make the creature bigger, or maybe you can try increasing the
      [ATTACK_CONTACT_PERC:100]
      [ATTACK_PENETRATION_PERC:100]
to greater than 100 percent and see if that helps.

You can always make the SEV (severity) tokens on its poison effects much higher.

The thing is, the venom never comes into play since it can't break the skin.
That's the only thing I'd need, I think. For it to break the skin and actually make 'em bleed.
And I just realised I haven't gave them teeth, so they just sorta gum their enemies.
Maybe that would help?
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smakemupagus

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4754 on: April 11, 2013, 02:38:45 pm »

yes some combination of

teeth
bigger/stronger monster
smaller attack contact area
larger attack penetration perc

would probably help
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