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Author Topic: [MODDING] 0.34. QUESTIONS THREAD  (Read 1054154 times)

Knight Otu

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5670 on: August 04, 2013, 08:17:49 am »

Question, I've been wanting to get my dorfs to worship a god dedicated to a God of Plump Helmets, but reading the wiki implies that spheres are hardcoded. So adding [RELIGION_SPHERE:PLUMP_HELMETS] will not work. Is there a way to get my dorfs to worship the most vital crop? Well I'm gonna go experiment.

http://dwarffortresswiki.org/index.php/DF2012:Sphere
http://dwarffortresswiki.org/index.php/DF2012:Entity_token#Religion
Spheres are hardcoded, as are religion types. The best you can get is to rename the plant. 'Plump helmet' to 'fortress'.

  here tell me what i'm doing wrong :-\


   
  [USE_MATERIAL_TEMPLATE:POISON:CREATURE_EXTRACT_TEMPLATE]
        [STATE_NAME:ALL_SOLID:frozen hycules venom]
        [STATE_ADJ:ALL_SOLID:frozen hycules venom]
        [STATE_NAME:LIQUID:hycules venom]
        [STATE_ADJ:LIQUID:hycules venom]
        [STATE_NAME:GAS:boiling hycules venom]
        [STATE_ADJ:GAS:boiling hycules venom]
        [PREFIX:NONE]
        [ENTERS_BLOOD]
        [SYNDROME]
                [SYN_NAME:hycules sting]
                [SYN_AFFECTED_CLASS:GENERAL_POISON]
                [SYN_IMMUNE_CREATURE:HYCULES:ALL]
                [SYN_INJECTED]
                [CE_BODY_TRANSFORMATION:SEV:1000:PROB:100:START:1:CE_CREATURE:HYCULES:CASTE_MALE]
The CE_CREATURE part is its own token (and written as CE:CREATURE). You want:
Code: [Select]
                [CE_BODY_TRANSFORMATION:SEV:1000:PROB:100:START:1]
                                 [CE:CREATURE:HYCULES:CASTE_MALE]
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blazing glory

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5671 on: August 04, 2013, 08:30:30 am »

i did as you,said still toad i'm just about ready to ditch this thing :(





                [SYN_NAME:hycules sting]
                [SYN_AFFECTED_CLASS:GENERAL_POISON]
                [SYN_IMMUNE_CREATURE:HYCULES:ALL]
                [SYN_INJECTED]
                [CE_BODY_TRANSFORMATION:SEV:1000:PROB:100:START:1]
                                 [CE:CREATURE:HYCULES:CASTE_MALE]
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Knight Otu

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5672 on: August 04, 2013, 08:50:52 am »

I think I see where missed a spot, but to be on the safe side, the full creature raws would be helpful.

Code: [Select]
                [SYN_NAME:hycules sting]
                [SYN_AFFECTED_CLASS:GENERAL_POISON]
                [SYN_IMMUNE_CREATURE:HYCULES:ALL]
                [SYN_INJECTED]
                [CE_BODY_TRANSFORMATION:SEV:1000:PROB:100:START:1]
                                 [CE:CREATURE:HYCULES:MALE]
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Baffler

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5673 on: August 04, 2013, 03:38:49 pm »

Another question, what kind of limits are there around plants spreading syndromes? are they able to exude a gas/dust?
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5674 on: August 04, 2013, 03:41:09 pm »

They aren't.

blazing glory

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5675 on: August 04, 2013, 09:01:53 pm »

it now works! thanks everybody!  :D
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blazing glory

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5676 on: August 04, 2013, 09:41:22 pm »

okay new question i want my new custom race to attack the adventurer but stop attacking should he become transformed how can i make this possible?
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Hugo_The_Dwarf

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5677 on: August 04, 2013, 09:44:59 pm »

I'd say have the race always be CRAZED but Idk if that stops loyalty cascades (you attacked them, you transformed, still hated for attacking them)
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Boltgun

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5678 on: August 05, 2013, 12:58:06 am »

If they are opposed to life and your transform into an undead (NOT_LIVING), they should stop.
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blazing glory

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5679 on: August 05, 2013, 02:25:10 am »

if the race is not living would they still need the organs?
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Boltgun

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5680 on: August 05, 2013, 07:01:03 am »

Afaik about the undead, NOT_LIVING does not enforce other effects. Ignoring wounds would require additionnal NO_* tokens like NO_PAIN.

Otherwise making the race opposed to life but not "not living" may do the trick.
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Hugo_The_Dwarf

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5681 on: August 05, 2013, 11:43:55 am »

If they are opposed to life and your transform into an undead (NOT_LIVING), they should stop.

well making the creatures the route of OPPOSED_TO_LIFE and NOT_LIVING might make them immune to regular undeads but what if you add CRAZED to it aswell?
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Suds Zimmerman

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5682 on: August 05, 2013, 07:16:49 pm »

Does [SPECIALATTACK_SUCK_BLOOD] affect the TIME_SINCE_SUCKED_BLOOD counter?
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Hugo_The_Dwarf

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5683 on: August 05, 2013, 07:57:20 pm »

Does [SPECIALATTACK_SUCK_BLOOD] affect the TIME_SINCE_SUCKED_BLOOD counter?

I don't believe so, since [SPECIALATTACK_SUCK_BLOOD] doesn't actually "consume" blood it more or less just "drains" the target. But you can give it a quick try, give a blood sucking creature a self inflicting interaction that does this:

Code: [Select]
[CE_DIZZINESS:SEV:10:PROB:100:START:0]
[CE:COUNTER_TRIGGER:TIME_SINCE_SUCKED_BLOOD:600:NONE:REQUIRED]

wait until the creature gets dizzy then have it attack and suck blood
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blazing glory

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5684 on: August 05, 2013, 09:35:05 pm »

i'm so confused! :-\ so if the entire race has the tags not living and opposed to life would they stop attacking the adventurer if he is transformed into one of them?
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