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Author Topic: [MODDING] 0.34. QUESTIONS THREAD  (Read 1054233 times)

Meph

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5610 on: July 29, 2013, 09:47:34 pm »

Why not? You can set evil_rains:0 in the advanced worldgen, and then add your own ones... regional interaction with weather_falling_mat. And you can add custom syndromes, colors and biomes to it...
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BlackFlyme

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5611 on: July 29, 2013, 09:48:14 pm »

Is it possible to edit weather - in particular, evil weather? Ideally for a given fortress/map/region?

I love the danger of Evil biomes right up until "It's raining XYZ blood!" ruins the location's visual appeal.

You can create new weather types, but you cannot edit the pre-existing ones as they are randomly generated upon world creation. It is also not possible to force new weather into a pre-existing world, though you can choose where they may appear using the tag

[IS_REGION: ]
Code: [Select]
    ANY
    ANY_TERRAIN
    NORMAL_ALLOWED
    EVIL_ALLOWED
    GOOD_ALLOWED
    SAVAGE_ALLOWED
    EVIL_ONLY
    GOOD_ONLY
    SAVAGE_ONLY
    Region type - SWAMP, DESERT, FOREST, MOUNTAINS, OCEAN, LAKE, GLACIER, TUNDRA, GRASSLAND, HILLS

At least, assuming I'm reading the wiki and the example found within the raws correctly.

Example from the raws:
Code: [Select]
interaction_region

[OBJECT:INTERACTION]

This evil region will have an undead animation effect as well as material clouds and material rain.
The materials would need to be supplied as an inorganic object entry elsewhere (or as a creature material etc.).

[INTERACTION:EXAMPLE DEAD ANIMATION IN EVIL REGIONS WITH MATERIAL CLOUDS AND RAIN]
[I_SOURCE:REGION]
[IS_REGION:EVIL_ONLY]
[IS_REGION:SAVAGE_ALLOWED]
[IS_REGION:ANY_TERRAIN]
[IS_FREQUENCY:100]
[I_TARGET:A:CORPSE]
[IT_LOCATION:CONTEXT_REGION]
[IT_AFFECTED_CLASS:GENERAL_POISON]
[IT_REQUIRES:FIT_FOR_ANIMATION]
[IT_FORBIDDEN:NOT_LIVING]
[I_EFFECT:ANIMATE]
[IE_TARGET:A]
[IE_INTERMITTENT:WEEKLY]
[SYNDROME]
[CE_FLASH_TILE:TILE:165:3:0:0:FREQUENCY:2000:1000:START:0]
[CE_PHYS_ATT_CHANGE:STRENGTH:300:1000:TOUGHNESS:300:1000:START:0]
[CE_SPEED_CHANGE:SPEED_PERC:60:START:0]
[CE_ADD_TAG:NO_AGING:NOT_LIVING:OPPOSED_TO_LIFE:EXTRAVISION:NOEXERT:NOPAIN:NOBREATHE:NOSTUN:NONAUSEA:NO_DIZZINESS:NO_FEVERS:NOEMOTION:PARALYZEIMMUNE:NOFEAR:NO_EAT:NO_DRINK:NO_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST:NOTHOUGHT:NO_THOUGHT_CENTER_FOR_MOVEMENT:NO_CONNECTIONS_FOR_MOVEMENT:START:0]
[CE_REMOVE_TAG:HAS_BLOOD:TRANCES:LIKES_FIGHTING:MISCHIEVOUS:START:0]
[I_TARGET:B:MATERIAL]
[IT_MATERIAL:MATERIAL:INORGANIC:YOUR_MAT_HERE:WEATHER_CREEPING_GAS]
[I_EFFECT:MATERIAL_EMISSION]
[IE_TARGET:B]
[IE_INTERMITTENT:WEEKLY]
[I_TARGET:C:MATERIAL]
[IT_MATERIAL:MATERIAL:INORGANIC:YOUR_MAT_HERE_TOO:WEATHER_FALLING_MATERIAL]
[I_EFFECT:MATERIAL_EMISSION]
[IE_TARGET:C]
[IE_INTERMITTENT:WEEKLY]
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Meph

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5612 on: July 29, 2013, 10:04:16 pm »

Correct, of course you would need a new worldgen.
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Grim Portent

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5613 on: July 29, 2013, 10:14:45 pm »

Can anyone help me fix this reaction:

[REACTION:CREMATE_BODIES]
   [NAME:Cremate Corpses]
   [BUILDING:SMELTER:NONE]
   [REAGENT:A:1:CORPSE:NONE:NONE:NONE]
   [PRODUCT:100:3:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]
   [FUEL]
   [SKILL:SMELT]

All it does it produce infinite coke without burning bodies, I know that's because I mucked up the REAGENT part somehow but I still haven't got the hang of items and materials.
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There once was a dwarf in a cave,
who many would consider brave.
With a head like a block
he went out for a sock,
his ass I won't bother to save.

Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5614 on: July 29, 2013, 10:20:54 pm »

Huh. Maybe lower the product amount and replace CORPSE with CORPSEPIECE?

Grim Portent

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5615 on: July 29, 2013, 10:24:35 pm »

Thanks, I'll give that a try.
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There once was a dwarf in a cave,
who many would consider brave.
With a head like a block
he went out for a sock,
his ass I won't bother to save.

Hugo_The_Dwarf

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5616 on: July 29, 2013, 10:26:57 pm »

Can anyone help me fix this reaction:

[REACTION:CREMATE_BODIES]
   [NAME:Cremate Corpses]
   [BUILDING:SMELTER:NONE]
   [REAGENT:A:1:CORPSE:NONE:NONE:NONE]
   [PRODUCT:100:3:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]
   [FUEL]
   [SKILL:SMELT]

All it does it produce infinite coke without burning bodies, I know that's because I mucked up the REAGENT part somehow but I still haven't got the hang of items and materials.

Code: [Select]
[REACTION:BURN_ALL_PARTS]
[NAME:burn bodies and parts]
[BUILDING:KILN:NONE]
[REAGENT:A:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT]
[PRODUCT:10:1:BAR:NONE:ASH:NONE]
[SKILL:SMELT]

takes all body parts (corpses, teeth, hair, etc) excluding civ members, they are left alone.
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golemgunk

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5617 on: July 29, 2013, 10:38:19 pm »

I've been trying to make a "frenzy" spell, and it isn't working for some reason.

the interaction:
Code: [Select]
[CAN_DO_INTERACTION:START:0]
[CDI:ADV_NAME:Cast MADNESS]
[CDI:INTERACTION:BLACKM3]
[CDI:BP_REQUIRED:BY_CATEGORY:WEAPON]
[CDI:USAGE_HINT:ATTACK]
[CDI:TARGET:A:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:A:20]
[CDI:MAX_TARGET_NUMBER:A:5]
[CDI:VERB:inflict MADNESS:inflicts MADNESS:NA]
[CDI:TARGET_VERB:are cursed with MADNESS!:is cursed with MADNESS!]

[INTERACTION:BLACKM3]
[I_SOURCE:ATTACK]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_CANNOT_TARGET_IF_ALREADY_AFFECTED]
[IT_MANUAL_INPUT:victim]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[SYN_NAME:madness]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[CE_ADD_TAG:NOPAIN:NOSTUN:NOFEAR:OPPOSED_TO_LIFE:START:0:END:500]

in the arena I can see that the syndrome is being applied, but they're not lashing out at their allies like they should
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5618 on: July 29, 2013, 10:40:16 pm »

I think CRAZED would work better

Also, define "isn't working".

Grim Portent

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5619 on: July 29, 2013, 10:42:22 pm »

Thanks for the reaction Hugo.  :D

Now I can destroy all the dead caravan guards filling my refuse piles.
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There once was a dwarf in a cave,
who many would consider brave.
With a head like a block
he went out for a sock,
his ass I won't bother to save.

Meph

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5620 on: July 29, 2013, 10:58:47 pm »

I've been trying to make a "frenzy" spell, and it isn't working for some reason.

the interaction:
Code: [Select]
[CAN_DO_INTERACTION:START:0]
[CDI:ADV_NAME:Cast MADNESS]
[CDI:INTERACTION:BLACKM3]
[CDI:BP_REQUIRED:BY_CATEGORY:WEAPON]
[CDI:USAGE_HINT:ATTACK]
[CDI:TARGET:A:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:A:20]
[CDI:MAX_TARGET_NUMBER:A:5]
[CDI:VERB:inflict MADNESS:inflicts MADNESS:NA]
[CDI:TARGET_VERB:are cursed with MADNESS!:is cursed with MADNESS!]

[INTERACTION:BLACKM3]
[I_SOURCE:ATTACK]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_CANNOT_TARGET_IF_ALREADY_AFFECTED]
[IT_MANUAL_INPUT:victim]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[SYN_NAME:madness]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[CE_ADD_TAG:NOPAIN:NOSTUN:NOFEAR:OPPOSED_TO_LIFE:START:0:END:500]

in the arena I can see that the syndrome is being applied, but they're not lashing out at their allies like they should

It doesnt work in the arena, because you set the alignement when you spawn the creature. It should work in adv/fort mode. CRAZED:OPPOSED_TO_LIFE would be best I think, otherwise you cant cast madness on undeads. If thats intended, no worries, leave it as it is.
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::: ☼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 :::

golemgunk

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5621 on: July 29, 2013, 10:59:46 pm »

sorry, I mean none of the tags are being added. when I cast the spell in the arena, the targets keep marching at me, and not attacking each other like I want them to.
[CRAZED] would probably work just as well, but I thought [OPPOSED_TO_LIFE] would work better on multiple targets.
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5622 on: July 29, 2013, 11:05:02 pm »

Neither work at all in the arena. (didn't see that bottom paragraph)

Meph

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5623 on: July 29, 2013, 11:39:20 pm »

CRAZED does result in loyality cascades if used in fortress mode on citizens. opposed to life and crazed together are ok.
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::: ☼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 :::

Blastbeard

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5624 on: July 30, 2013, 06:25:19 pm »

I've made some creatures who would be fun to play as in adventure mode, but who really shouldn't be allowed to exist as a civilization. How do I ensure they won't set up sites and that I'll never see a non-player specimen of an entity?
Remove their ability to breed? Alter their site preferences to impossible requirements? Option C?
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