Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 350 351 [352] 353 354 ... 544

Author Topic: [MODDING] 0.34. QUESTIONS THREAD  (Read 1054614 times)

Halfling

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5265 on: June 19, 2013, 05:52:00 pm »

snip

I don't think corpses can have syndromes on them.  If they could, though, then what you want could be achieved through a regional interaction (in every region) that raises a creature that was previously marked for resurrection by one of these delayed-reaction necromancers.

In the wiki it said corpses could be targeted by IT_CANNOT_HAVE_SYNDROME_CLASS. It seemed very redundant if corpses can't have syndromes.

So, to test, I wrote this:

Spoiler (click to show/hide)

At first I thought the corpse loses track of the syndrome, but looking more closely, actually it seems like the corpse does have the syndrome. The creature, upon being resurrected, is still anti-resurrected... but this doesn't seem to affect any attempts to resurrect it. It still can be even though it remembers being anti-resurrected.

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5266 on: June 20, 2013, 08:21:32 am »

So you are saying that the corpse correctly gets the SYN_CLASS:ANTI-RESURRECTION, but the interaction   ignores [IT_CANNOT_HAVE_SYNDROME_CLASS:ANTI-RESURRECTION] and resurrects it anyway?

I will have to try regional interactions then that are always active in all regions. Not sure if that is possible. It would also be more random that way, which is something I dont like. If it works once every 2 months, and a dwarf dies just after it triggered, you will have almost 2 months... but if the dwarf dies just before it triggers, then you have no time to actually embalm him first.

Best case I want is that every dwarf that dies gets a count-down till it resurrects/transforms into a worm-creature, which can be stopped with IT_CANNOT_HAVE_SYNDROME_CLASS and a SYNDROME_CLASS added by the undertaker/embalmer.

Would using CE_ADD_TAG:CANNOT_UNDEAD:NOT_LIVING to the corpse remove the "fit for resurrection/fit for animation" from it? That way the resurrection/animation interaction would ignore the embalmed corpse.

Display names is the next interesting bit... I have to test if "mutilated corpse of urist" can become "mutilated corpse of urist (embalmed)", for easier handling.
Logged
::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Halfling

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5267 on: June 20, 2013, 09:52:46 am »

I'm not sure if the corpse has the syndrome, but in testing, first giving a human a syndrome, then lopping his head off with an adamantine axe, then resurrecting him made the resurrected creature still have the syndrome, so it does not vanish. It's pretty hard to tell if the corpse has it if it doesn't affect targeting, at least if you're not somebody who knows how to memory hack. I think.

But - how about just a reaction that takes a corpse and a coffin and makes an embalmed corpse sarcophagus that's inorganic?

evictedSaint

  • Bay Watcher
  • if (ANNOYED_W_FANS==true) { KILL_CHAR(rand()); }
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5268 on: June 20, 2013, 01:07:29 pm »

Spoiler (click to show/hide)


Hey, just popping back in to say that I got the armor values all worked out.  Thanks to Hugo_The_Dwarf for his help!

The following adjustments allow the following combinations:
HELM + MASK
HELM + CAP
MASK + CAP

Spoiler (click to show/hide)

Alternatively, you can allow an additional cap with each combination by changing the size and permit values to:

Spoiler (click to show/hide)
« Last Edit: June 26, 2013, 12:43:59 pm by evictedSaint »
Logged

Brilliand

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5269 on: June 20, 2013, 05:14:16 pm »

I'm not sure if the corpse has the syndrome, but in testing, first giving a human a syndrome, then lopping his head off with an adamantine axe, then resurrecting him made the resurrected creature still have the syndrome, so it does not vanish. It's pretty hard to tell if the corpse has it if it doesn't affect targeting, at least if you're not somebody who knows how to memory hack. I think.

I see your ANTI-RESURRECTION_2 interaction attempts to add a syndrome to an already-dead corpse.  Didn't you test that one?  Giving a syndrome to a creature while it's dead is much more applicable to what Meph wants to do than simply having syndromes persist through death.

But - how about just a reaction that takes a corpse and a coffin and makes an embalmed corpse sarcophagus that's inorganic?

I don't think that would prevent ghosts...
Logged
The blood of our enemies is but a symbol.  The true domain of Armok is magma - mountain's blood.

Vagabond.

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5270 on: June 20, 2013, 05:56:19 pm »

Alright, fairly minor question:
How does one take control of other creatures via a DFhack script/plugin? I honestly have no idea.
Logged
If I do something incredibly idiotic, slap me.

Halfling

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5271 on: June 20, 2013, 07:02:00 pm »

snip

I see your ANTI-RESURRECTION_2 interaction attempts to add a syndrome to an already-dead corpse.  Didn't you test that one?  Giving a syndrome to a creature while it's dead is much more applicable to what Meph wants to do than simply having syndromes persist through death.

But - how about just a reaction that takes a corpse and a coffin and makes an embalmed corpse sarcophagus that's inorganic?

I don't think that would prevent ghosts...

Good point. On point 1, I did test it but neglected to mention the results. Give human syndrome, strike him down, resurrect him -> human with syndrome. Strike human down, target human corpse with syndrome interaction, resurrect him -> human with no syndrome. Corpses simply not being properly targetable by syndrome tokens (both in the sense of reading from and adding to syndromes) would explain this, but so does corpses actually not having syndromes and them being stored elsewhere.

Considering that it does not happen in vanilla, is it actually known what happens to a dwarf corpse that is used in a reaction? If you butcher it, can the meat be buried? If you transform it into a traction bench made of GET_MATERIAL_FROM_REAGENT, will they bury it? That tag seems to cause the world to do very strange things at least if you use it when transforming vermin.

mattychan

  • Bay Watcher
  • Less than dabbling DF Modder
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5272 on: June 20, 2013, 10:48:35 pm »

Alright, fairly minor question:
How does one take control of other creatures via a DFhack script/plugin? I honestly have no idea.

adv-bodyswap
i never tested it so idk how it works
type ls in the dfhack shell and all commands will be displayed
near the top t says plugins adv-bodyswap is one of them
Logged
If I ask a dumb question, please tell me. So we can bond over it.
Clearly egotistical. Moon Elves Rule!

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5273 on: June 20, 2013, 11:18:44 pm »

So I can affect a dwarf before he dies, but the corpse itself cant be affect with syndromes or do interactions. That, yet again, leaves me with regional interactions that have to be active on every map, for good, evil and neutral biomes.

I can do a priest that sanctifies living dwarves to prevent them from becoming an undead, but I cant use the corpses for anything like that... mh. I could make the undertaker a caste, have a dwarf be transformed into the undertaker (only one per fort) in the custom workshop, and he can target the already risen corpses, but that just gets tiresome in a big fort. And have constant rise/transform/put-down messages...

Getting rid of the corpse all together and making a custom coffin-tool would work, but really badly, because of ghosts and the fact that custom furniture cant be done.

Ok, so it boils down to this: How can I remove FIT_FOR_ANIMATION and/or FIT_FOR_RESURRECTION from a corpse?
Logged
::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Vagabond.

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5274 on: June 20, 2013, 11:23:39 pm »

Alright, fairly minor question:
How does one take control of other creatures via a DFhack script/plugin? I honestly have no idea.

adv-bodyswap
i never tested it so idk how it works
type ls in the dfhack shell and all commands will be displayed
near the top t says plugins adv-bodyswap is one of them
I probably should have clarified, I meant in Fortress Mode.  I remember seeing a script of it somewhere that basically allows you to take other civilizations creatures, but I can't find it.
Logged
If I do something incredibly idiotic, slap me.

Brilliand

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5275 on: June 21, 2013, 12:17:27 am »

Ok, so it boils down to this: How can I remove FIT_FOR_ANIMATION and/or FIT_FOR_RESURRECTION from a corpse?

Animate it and transform it into a creature that dies instantly and can't be animated/resurrected?
Logged
The blood of our enemies is but a symbol.  The true domain of Armok is magma - mountain's blood.

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5276 on: June 21, 2013, 06:56:13 am »

Then I cant bury them anymore, leading to bad thoughts and ghosts.

Maybe I should better ask Putnam about a dfhack script. ^^
Logged
::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Halfling

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5277 on: June 21, 2013, 07:44:30 am »

Obviously you can't give a corpse improvements, but I wondered if that would alter a corpse so you can't do things with it. Did not, it can have hanging rings of bismuth bronze (well not really, because it does not accept improvements) but it still works. And turning it into a bed with GET_MATERIAL_FROM_REAGENT, my favorite reaction, results in a "dwarf muscle bed" so I doubt that helps. Turning it into a remains results in a "white stork man " with the trailing space included, which then transforms into a toad if transformed into a living vermin. Trying to turn it into itself crashes the game.

Spoiler (click to show/hide)

So yeah, hacking it is or if there's some simple mistake that could fix corpse syndrome targeting so you could fix the exe like with some other things... or there is the alternative that corpse + coffin -> slab called "sarcophagus" that then is engraved with the name of who was embalmed. Which requires some micro unless you don't really care whose sarcophagus was carved with whose name.

GuardianTempest

  • Bay Watcher
  • Forum Daydreamer
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5278 on: June 22, 2013, 11:19:14 am »

Woah, it's been forever and I think I forgot my beginner modding knowledge.

Anyway, is it possible to apply flight-capabilities to clothes? I'm planning on making wingpacks.
Logged

MagmaMcFry

  • Bay Watcher
  • [EXISTS]
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5279 on: June 22, 2013, 11:24:13 am »

Woah, it's been forever and I think I forgot my beginner modding knowledge.

Anyway, is it possible to apply flight-capabilities to clothes? I'm planning on making wingpacks.
Not unless you are Putnam.
Logged
Pages: 1 ... 350 351 [352] 353 354 ... 544