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Author Topic: [MODDING] 0.34. QUESTIONS THREAD  (Read 1054836 times)

Valikdu

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5055 on: May 10, 2013, 11:26:01 am »

How to circumvent the bone stack bug:

Make your creature's bone material turn into globs on butchering! ( [BUTCHER_SPECIAL:GLOB:NONE] )

Sure, you won't be able to use the standard bone-crafting reactions, but you will be able to do all kinds of custom stuff instead - without whole dragon skeletons being used up to decorate one bed with hanging rings of dragon bone.
Wont work... yes, the custom reaction can use them, but like you said, all vanilla reactions would fail. This itself is not a major problem, since you can recreate them with custom reactions, but you moody-dwarves will go insane whenever they need bones for a mood.

Well, it's good for the case when you want to do something really special with a particular creature's skeleton. Like, have the skeleton made out of crystals - which you want to do particular things with, AND which simply wouldn't make sense to do standard bone-carving with. Also, it keeps things fair in case a creature's limb gets severed.

Valikdu

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5056 on: May 10, 2013, 11:37:41 am »

QUESTION: Entity Triggers.

Do the non-siege triggers (PROGRESS_TRIGGER_POPULATION) include ambushes?

What does this mean, exactly:
Quote
Note: hostile civs require that the population trigger be fulfilled as well as at least one other trigger before attacking.

Does "at least one other" include the siege triggers?
« Last Edit: May 10, 2013, 11:39:27 am by Valikdu »
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i2amroy

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5057 on: May 11, 2013, 01:55:26 pm »

QUESTION: Entity Triggers.

Do the non-siege triggers (PROGRESS_TRIGGER_POPULATION) include ambushes?
Yes. It will trigger either ambushes or traders depending on how friendly they are.

Quote
What does this mean, exactly:
Quote
Note: hostile civs require that the population trigger be fulfilled as well as at least one other trigger before attacking.

Does "at least one other" include the siege triggers?
I've never heard of this behavior personally, and looking at the wiki it appears to be something that has been carried over from the point where the PROGRESS_TRIGGER token descriptions were added back in .31. If someone wants to run a quick verification test on this that would be amazing since I can't right now.
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Zanzetkuken The Great

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5058 on: May 11, 2013, 02:09:14 pm »

I don't see anything wrong with that. Perhaps, it has something to do on your creature instead?

The creature works.  The interaction has something in it crashing the game, since I have successfully generated a world without it, but with it in, the game crashes.
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evictedSaint

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5059 on: May 12, 2013, 05:02:02 pm »

Hey friends.

So I want to make a necromancer reaction that involves creating "limited" zombies; that is, the zombies must have an intact head attached to an upper body.

What I've tried doing was making the valid targets both [FIT FOR RESURRECTION] and [FIT FOR RAISING].  It came close; the target had to have a "graspable" limb attached to their upper body.  Basically, as long as the target had one of their hands or their head, they could be raised.  This wasn't quite what I had in mind, though, as a headless body with only one arm left doesn't exactly make sense from a zombie stand point.

The second thing I tried to do cause the targets to transform into a different creature which did NOT have the GRASP tag on their hands; this combined with the fore mentioned reaction allowed re-raising as long as they had their head, but it had a few problems too.  Since they're being transformed into a ZOMBIE creature, any injuries they sustained during their previous life were magically healed, including severed heads.  Besides the frustration of a generic ZOMBIE creature, having to behead a target twice doesn't make any sense.

Does anyone else have any advice? I'd appreciate any help.

ancusohm

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5060 on: May 13, 2013, 11:59:31 am »

Random question, but is there any way to have a syndrome alter a creature's body tokens? 

Like, could you have a syndrome that applies the [breathe] token to a specific body part?

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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5061 on: May 13, 2013, 12:21:28 pm »

No.

tfaal

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5062 on: May 13, 2013, 04:31:14 pm »

Hey friends.

So I want to make a necromancer reaction that involves creating "limited" zombies; that is, the zombies must have an intact head attached to an upper body.

What I've tried doing was making the valid targets both [FIT FOR RESURRECTION] and [FIT FOR RAISING].  It came close; the target had to have a "graspable" limb attached to their upper body.  Basically, as long as the target had one of their hands or their head, they could be raised.  This wasn't quite what I had in mind, though, as a headless body with only one arm left doesn't exactly make sense from a zombie stand point.

The second thing I tried to do cause the targets to transform into a different creature which did NOT have the GRASP tag on their hands; this combined with the fore mentioned reaction allowed re-raising as long as they had their head, but it had a few problems too.  Since they're being transformed into a ZOMBIE creature, any injuries they sustained during their previous life were magically healed, including severed heads.  Besides the frustration of a generic ZOMBIE creature, having to behead a target twice doesn't make any sense.

Does anyone else have any advice? I'd appreciate any help.

Here's an idea; instead of transforming them, give them a syndrome that disables their graspers. I think that MIGHT work.
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This could be a handy way of teaching preschool children mathematics.

evictedSaint

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5063 on: May 13, 2013, 08:42:04 pm »

I don't think that would work.

Even though their hands are rotten or paralyzed, they still have the graspable tokens on them.  And the question that came right after mine made it clear that interactions can't remove tokens, so...

Urist Da Vinci

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5064 on: May 13, 2013, 10:54:14 pm »

Ended up making my own lua script to stop blood barrels: http://www.bay12forums.com/smf/index.php?topic=91166.msg4246062#msg4246062

slothen

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5065 on: May 14, 2013, 12:13:58 am »

population, ubiquitous, biomes, subzones, and population depletion.

Populations are stored on a per-subzone basis, and each subzone is equivalent to a single biome, right?  If you straddle two biomes, you're getting two subzones, and thus each zone has its own population of creatures.

Ubiquitous means creature will appear in EVERY zone for which it can appear.  Logically, since giant desert scorpions have [POPULATION_NUMBER:5:10], that means in a savage desert (not straddling two biomes), I will either get 0 or I will get at least 5.  But at most I can kill capture 10 and then they're extinct?

These numbers seem absurdly low.  Is my understanding of how these things work correct?

Bumping for more responses.
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While adding magma to anything will make it dwarfy, adding the word "magma" to your post does not necessarily make it funny.
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5066 on: May 14, 2013, 12:14:43 am »

yes

slothen

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5067 on: May 14, 2013, 06:39:14 pm »

thank you.  that makes me sad.
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While adding magma to anything will make it dwarfy, adding the word "magma" to your post does not necessarily make it funny.
Thoughts on water
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"DF doesn't mold players into its image - DF merely selects those who were always ready for DF." -NW_Kohaku

eliterandomaccount

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5068 on: May 14, 2013, 08:48:41 pm »

Hello! new here, I'm using Ironhand graphics and my dead dwarfs are appearing as solid black squares and it's driving me nuts! How do I fix this?
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i2amroy

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5069 on: May 14, 2013, 10:31:17 pm »

Hello! new here, I'm using Ironhand graphics and my dead dwarfs are appearing as solid black squares and it's driving me nuts! How do I fix this?
Sounds like a graphics installation problem. Reinstall it.
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Quote from: PTTG
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.
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