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Author Topic: [MODDING] 0.34. QUESTIONS THREAD  (Read 1054389 times)

MagmaMcFry

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5460 on: July 15, 2013, 08:24:33 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.
You need [EBO_ITEM:WOOD:NONE:PLANT_MAT:NETHER_CAP:WOOD].
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Findulidas

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5461 on: July 15, 2013, 08:51:09 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.
You need [EBO_ITEM:WOOD:NONE:PLANT_MAT:NETHER_CAP:WOOD].
Still doesnt work.
Alright, but why do I have to specify wood twice?
« Last Edit: July 15, 2013, 09:18:53 am by Findulidas »
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MagmaMcFry

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5462 on: July 15, 2013, 09:07:19 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.
You need [EBO_ITEM:WOOD:NONE:PLANT_MAT:NETHER_CAP:WOOD].

Alright, but why do I have to specify wood twice?

The first WOOD is the item type, which is one of these. The second WOOD specifies the name of the plant's material you want to use, since plants can contain multiple material definitions, for example plump helmets have STRUCTURAL, DRINK and SEED materials.
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Findulidas

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5463 on: July 15, 2013, 09:26:11 am »

Spoiler (click to show/hide)

Thats cool and thanks for explaining, but it still doesnt work.
« Last Edit: July 15, 2013, 09:28:38 am by Findulidas »
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MagmaMcFry

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5464 on: July 15, 2013, 09:47:20 am »

Code: [Select]
[EXTRA_BUTCHER_OBJECT:BY_CATEGORY:HEART]
[EBO_ITEM:WOOD:NONE:PLANT_MAT:NETHER_CAP:WOOD]
Huh, I tested it in the arena and it works perfectly. Are you sure your creature has a heart?
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scamtank

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5465 on: July 15, 2013, 10:04:18 am »

I'd just attach it to BY_CATEGORY:BODY_UPPER just to be sure. I mean, when was the last time you saw a torso WITHOUT a heart?
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Findulidas

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5466 on: July 15, 2013, 11:03:49 am »

Code: [Select]
[EXTRA_BUTCHER_OBJECT:BY_CATEGORY:HEART]
[EBO_ITEM:WOOD:NONE:PLANT_MAT:NETHER_CAP:WOOD]
Huh, I tested it in the arena and it works perfectly. Are you sure your creature has a heart?

Yeah, its a sheep. It worked now, had just written it on the wrong place it seems.
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keegspot

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5467 on: July 16, 2013, 12:51:09 pm »

cant get any custum syndrums to work even the syndrums from mods.
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Hugo_The_Dwarf

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5468 on: July 16, 2013, 01:42:28 pm »

cant get any custum syndrums to work even the syndrums from mods.
work in what way?

what is your method of affliction? (Injection through attack, inhaled gas, consumption, contact, direct interaction?) and from other mods, did you drop them into the raws and then genned a new world with them?
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MagmaMcFry

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5469 on: July 16, 2013, 01:43:11 pm »

cant get any custum syndrums to work even the syndrums from mods.
maybe cus darf fotress dusnt no wat to do with the syndrums.
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keegspot

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5470 on: July 16, 2013, 02:48:47 pm »

Injection through attack.
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MagmaMcFry

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5471 on: July 16, 2013, 02:54:47 pm »

And how do you expect us to find out what's wrong with it?
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Hugo_The_Dwarf

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5472 on: July 16, 2013, 06:00:22 pm »

Injection through attack.

Since it's an Injection through attack, I'd assume it is through a bite so you need to add [SPECIALATTACK_INJECT_EXTRACT:<material>:<material_subtype>:LIQUID:100:100] to the attack as this example from a Helmet Snake

Code: [Select]
[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_EDGE]
[ATTACK_FLAG_CANLATCH]
[SPECIALATTACK_INJECT_EXTRACT:LOCAL_CREATURE_MAT:VENOM:LIQUID:100:100]

Now since you want the syndrome to be injected there must be a material that has the syndrome attached, another example which is the Helmet Snakes Venom:

Code: [Select]
[USE_MATERIAL_TEMPLATE:VENOM:CREATURE_EXTRACT_TEMPLATE]
[STATE_NAME:ALL_SOLID:frozen helmet snake venom]
[STATE_ADJ:ALL_SOLID:frozen helmet snake venom]
[STATE_NAME:LIQUID:helmet snake venom]
[STATE_ADJ:LIQUID:helmet snake venom]
[STATE_NAME:GAS:boiling helmet snake venom]
[STATE_ADJ:GAS:boiling helmet snake venom]
[PREFIX:NONE]
[ENTERS_BLOOD]
[SYNDROME]
[SYN_NAME:helmet snake bite]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_IMMUNE_CREATURE:HELMET_SNAKE:ALL]
[SYN_INJECTED]
[CE_FEVER:SEV:50:PROB:100:RESISTABLE:SIZE_DILUTES:START:50:PEAK:500:END:1500]
[CE_NAUSEA:SEV:50:PROB:100:RESISTABLE:SIZE_DILUTES:START:50:PEAK:500:END:1500]
[CE_DIZZINESS:SEV:50:PROB:100:RESISTABLE:SIZE_DILUTES:START:50:PEAK:500:END:1500]
[CE_PAIN:SEV:75:PROB:100:RESISTABLE:SIZE_DILUTES:LOCALIZED:VASCULAR_ONLY:START:50:PEAK:500:END:1500]
[CE_SWELLING:SEV:100:PROB:100:RESISTABLE:SIZE_DILUTES:LOCALIZED:VASCULAR_ONLY:START:50:PEAK:500:END:1500]
[CE_OOZING:SEV:50:PROB:100:RESISTABLE:SIZE_DILUTES:LOCALIZED:VASCULAR_ONLY:START:50:PEAK:500:END:1500]
[CE_BRUISING:SEV:50:PROB:100:RESISTABLE:SIZE_DILUTES:LOCALIZED:VASCULAR_ONLY:START:50:PEAK:500:END:1500]
[CE_BLEEDING:SEV:10:PROB:100:RESISTABLE:SIZE_DILUTES:LOCALIZED:VASCULAR_ONLY:START:50:PEAK:75:END:100]
[CE_NECROSIS:SEV:100:PROB:100:RESISTABLE:SIZE_DILUTES:LOCALIZED:VASCULAR_ONLY:START:50:PEAK:800:END:3000]

Now notice the material has [ENTERS_BLOOD] then the syndrome has [SYN_INJECTED] these two tags control how the material and syndrome behave. the [ENTERS_BLOOD] is just that, if it has a chance to (injection or open wound) it will enter the blood stream, and since the syndrome has [SYN_INJECTED] it knows that it must apply its effects once it is in the blood.

Now if you're trying to get these to work (the injection ones) make sure your desired creature is injecting the proper material through the desired attack.

NOTES:
Creatures
Materials
Syndromes (attached to materials)
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keegspot

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5473 on: July 16, 2013, 06:15:35 pm »

thank you.
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Blastbeard

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5474 on: July 17, 2013, 09:50:52 pm »

Is it possible to make a creature that can change its appearance character to match that of another race?
I have an idea for a monster that almost looks like a dwarf, so much so you have to be dangerously close to tell the difference. Not a transformation if there's a workaround, just a masquerade that can be seen through as soon as it gets within a certain range.
The way I want it to work is, from the other side of the screen, it's represented by the dwarf character, but as soon as it closes to, say, 10 spaces, the character changes to reveal what it really is and let you know you're in trouble. Is this even possible right now?
Also, how would I make a group of these appear in fortress mode as a false migrant wave convincing enough fool players until they're ripping dwarves apart? Make them a sieger race or something?
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