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Author Topic: [MODDING] 0.34. QUESTIONS THREAD  (Read 1054397 times)

Quailman

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5445 on: July 14, 2013, 06:32:42 pm »

I still can't figure out why this isn't working... here's what I have.  Notably, NO_CONNECTIONS_FOR_MOVEMENT seems to work perfectly fine, while the other two do nothing.  I tore the brain of an animated corpse in the arena and it was knocked unconscious, but not struck down.  Maybe because the [THOUGHT] was removed from the brain and just added to the creature without having a place?  I'm just speculating here, I'm pretty new to all this.

Code: [Select]
[INTERACTION:UNDEAD_KILL]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_MANUAL_INPUT:creature]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[CE_REMOVE_TAG:NOTHOUGHT:NO_THOUGHT_CENTER_FOR_MOVEMENT:NO_CONNECTIONS_FOR_MOVEMENT:START:0]

Code: [Select]
[CAN_DO_INTERACTION:UNDEAD_KILL]
[CDI:ADV_NAME:UNDEAD_KILL]
[CDI:TARGET:A:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:A:12]
[CDI:VERB:gesture:gestures:NA]
[CDI:MAX_TARGET_NUMBER:A:1]
[CDI:TARGET_VERB:are not really very undead anymore:is not very undead anymore]
[CDI:WAIT_PERIOD:20]
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5446 on: July 14, 2013, 06:38:48 pm »

CE_ADD_TAG and CE_REMOVE_TAG are separate data structures in the unit that contain a bunch of flags that say whether or not the unit is being affected by a syndrome that changes the tokens; it doesn't change anything about the creature itself except those (fairly isolated) flags.

MagmaMcFry

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5447 on: July 14, 2013, 06:45:54 pm »

CE_ADD_TAG and CE_REMOVE_TAG are separate data structures in the unit that contain a bunch of flags that say whether or not the unit is being affected by a syndrome that changes the tokens; it doesn't change anything about the creature itself except those (fairly isolated) flags.
I guess that would explain it.
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Quailman

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5448 on: July 14, 2013, 06:48:49 pm »

CE_ADD_TAG and CE_REMOVE_TAG are separate data structures in the unit that contain a bunch of flags that say whether or not the unit is being affected by a syndrome that changes the tokens; it doesn't change anything about the creature itself except those (fairly isolated) flags.

Sorry, I just don't follow what that means with regard to my interaction not working.  Like I said, I'm new to this.  Does that mean that what I am trying to do is impossible?  Why do some tags work but others don't?  Is it because some are in the creature itself while some are only flagged in ADD_TAG and REMOVE_TAG?
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5449 on: July 14, 2013, 07:06:31 pm »

All tags that work for ADD_TAG will work for REMOVE_TAG.

Quailman

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5450 on: July 14, 2013, 07:15:40 pm »

Oh, that makes perfect sense then. I thought you were responding to why my interaction didn't work, so I was totally confused because it sounded more like a reason why it would work :P.  If you have any idea where I've screwed it up I would really appreciate the help.  I'll post it again for convenience-

Spoiler (click to show/hide)
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MagmaMcFry

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5451 on: July 14, 2013, 07:20:58 pm »

CE_ADD_TAG and CE_REMOVE_TAG are separate data structures in the unit that contain a bunch of flags that say whether or not the unit is being affected by a syndrome that changes the tokens; it doesn't change anything about the creature itself except those (fairly isolated) flags.

Sorry, I just don't follow what that means with regard to my interaction not working.  Like I said, I'm new to this.  Does that mean that what I am trying to do is impossible?  Why do some tags work but others don't?  Is it because some are in the creature itself while some are only flagged in ADD_TAG and REMOVE_TAG?
No, we just established that it doesn't work, but for different reasons than the token being unsupported. The reason this doesn't work is that the creature doesn't check for a syndrome-caused NOTHOUGHT tag change every single tick. I would suppose that it works after you unload and reload the site, but the necromancer would just raise the body again anyway. If you want to permanently disable a zombie, just CE_BODY_TRANSFORMATION it into a creature that instantly dies.
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Quailman

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5452 on: July 14, 2013, 07:29:22 pm »

Ah, I think I understand now.  So all tags can be added or removed, but some of them will not make a difference, at least while the creature is currently loaded.  That's unfortunate, as it kills my idea for an interaction that removes a vampire's [NOPAIN] tag.

Good to know I can still kill them with the body transformation though.  Could you help me understand what exactly it takes for a creature to die immediately after being created?
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Hugo_The_Dwarf

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5453 on: July 14, 2013, 08:03:01 pm »

Ah, I think I understand now.  So all tags can be added or removed, but some of them will not make a difference, at least while the creature is currently loaded.  That's unfortunate, as it kills my idea for an interaction that removes a vampire's [NOPAIN] tag.

Good to know I can still kill them with the body transformation though.  Could you help me understand what exactly it takes for a creature to die immediately after being created?

head or lowerbody being melted off, brain instantly melting/taking any damage that impairs function.
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Quailman

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5454 on: July 14, 2013, 08:13:44 pm »

Does that work with undead?  The reason I was so hell-bent on removing the [NOTHOUGHT] tags and such was because I originally had a 1partbody that was made out of materials that were always melting.  Eventually it would reach "its body is gone" (body being the only part of the creature) and it would still be alive.

Is there any other way?
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MagmaMcFry

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5455 on: July 14, 2013, 08:15:29 pm »

Ah, I think I understand now.  So all tags can be added or removed, but some of them will not make a difference, at least while the creature is currently loaded.  That's unfortunate, as it kills my idea for an interaction that removes a vampire's [NOPAIN] tag.

Good to know I can still kill them with the body transformation though.  Could you help me understand what exactly it takes for a creature to die immediately after being created?

There's lots of things that can happen, although for some reason, I've been trying and trying but I absolutely can't make a custom creature that dies on the first tick. I know that it is possible, I did it so often by accident in my first modding attempts, but why can't I do it now?
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Quailman

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5456 on: July 14, 2013, 08:19:48 pm »

If you can make one that dies even when it has all of the tags added by the raise dead interaction, even after a few ticks, I would be eternally grateful.
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5457 on: July 14, 2013, 11:25:57 pm »

Ah, I think I understand now.  So all tags can be added or removed, but some of them will not make a difference, at least while the creature is currently loaded.  That's unfortunate, as it kills my idea for an interaction that removes a vampire's [NOPAIN] tag.

No, literally the exact opposite of that. Only certain tags can be added or removed, and all of them can make a difference while the creature is loaded.

Quailman

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5458 on: July 15, 2013, 04:43:29 am »

Right, I know some (or most) tags are not supported, like [IMMOBILE] and [PET], etc.  But if you control a necromancer in the arena, raise a corpse, and then use the interaction I posted above containing [CE_REMOVE_TAG:NOTHOUGHT:NO_THOUGHT_CENTER_FOR_MOVEMENT:NO_CONNECTIONS_FOR_MOVEMENT:START:0], it seems as though only the NO_CONNECTIONS_FOR_MOVEMENT was actually removed in practice.  You can destroy the brain of the targeted ex-zombie (and even the entire body via magma) and it will not die.

So if it is indeed true that all tags that can be added through a syndrome can also be removed through a syndrome, then why is it that these undead do not die in the arena?  I'm not saying it isn't true that the tags can be removed, but it seems to me that they do not actually function the way they would if the tag had never been added at all.
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Findulidas

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5459 on: July 15, 2013, 07:54:48 am »

Im having some problems with extra_butcher_object and ebo_item. Probably because I dont really understand BY_CATEGORY, BY_TYPE, BY_TOKEN and TYPE, CATEGORY, or TOKEN are this context. What I want is when the creature gets butchered it drops one wood (because it seems I cannot make it ever drop more than one of any item). So I wrote this:

   [EXTRA_BUTCHER_OBJECT:BY_CATEGORY:HEART]
      [EBO_ITEM:WOOD:NONE:PLANT_MAT:NETHER_CAP]

Had I had to have heart instead of the normal gizzard because I will in the end only have one heart in the creature. The problem is that when I butcher the creature in fort mode it just drops the normal skin/meat/fat and no extra wood (I pasted it in sheep atm to make sure I can embark with them). The errorlog doesnt display anything either so I cant really tell what I done wrong.
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...wonderful memories of the creeping sense of dread...
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