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Author Topic: [MODDING] 0.34. QUESTIONS THREAD  (Read 1054129 times)

scamtank

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5700 on: August 06, 2013, 08:06:08 pm »

It's a tissue layer, placed over skin in the BDP

The Health screen shows that the shell layer is broken when an attack gets through, but it isn't shown in the combat reports.

Purely a display issue.
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WillowLuman

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5701 on: August 06, 2013, 08:13:02 pm »

And now I'm wondering if there's a way to fix the display issue.
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Hugo_The_Dwarf

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5702 on: August 06, 2013, 08:51:15 pm »

yeah that's just the combat log oddity, it just "assumes" that if a deeper tissue is getting damaged the upper layers are cut/broken aswell (as per Putnams explanation).

If you really want it to say (the X attacks Y in the shell breaking it a jamming the shell into the arm tearing the muscle) you're gonna have to do some voodoo magic with having an external skeleton with all the normal part internal to this Shell exoskeleton then have the BDP wrap them around each part.
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WillowLuman

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5703 on: August 06, 2013, 09:05:10 pm »

Yeah, not worth it I guess
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5704 on: August 06, 2013, 09:20:34 pm »

I've had it happen, but it's all due to bugs.

Roses

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5705 on: August 07, 2013, 02:02:42 pm »

An aesthetic question, how many reactions do you try to limit your custom buildings to?
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5706 on: August 07, 2013, 02:04:57 pm »

2,147,483,647

Meph

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5707 on: August 07, 2013, 02:49:30 pm »

2 pages full, depending on your screen resolution. Players can see all hotkeys on the first page instantly, and only need to press UP once to go to the last entry on page 2, allowing them to see the rest of the hotkeys. This allows faster and easier use.

Of course thats utopian for many workshops. For example I just changed the clay oven, it now has 70 reactions. I also include a reaction that needs no reagents and uses the name "======SKILL (skillname)=====" as a title to help players with more information ingame.

A question of my own: After a creature used a hide-interaction on itself, it is invisible. Thats nice. But it also sneaks all the time, slowing it down a lot. And hiding has no end-timer, its just a on-switch. My question is: How can I un-hide a creature, to allow it to go back to normal speed? (I have the problem that 1/4 of my kobolds can hide easily, and therefore 1/4 of the camps workforce is slowly creeping along at a fraction of their normal speed)
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5708 on: August 07, 2013, 02:51:53 pm »

[NATURAL_SKILL:SNEAK:15]

Hugo_The_Dwarf

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5709 on: August 07, 2013, 02:57:48 pm »

2 pages full, depending on your screen resolution. Players can see all hotkeys on the first page instantly, and only need to press UP once to go to the last entry on page 2, allowing them to see the rest of the hotkeys. This allows faster and easier use.

Of course thats utopian for many workshops. For example I just changed the clay oven, it now has 70 reactions. I also include a reaction that needs no reagents and uses the name "======SKILL (skillname)=====" as a title to help players with more information ingame.

A question of my own: After a creature used a hide-interaction on itself, it is invisible. Thats nice. But it also sneaks all the time, slowing it down a lot. And hiding has no end-timer, its just a on-switch. My question is: How can I un-hide a creature, to allow it to go back to normal speed? (I have the problem that 1/4 of my kobolds can hide easily, and therefore 1/4 of the camps workforce is slowly creeping along at a fraction of their normal speed)

I thought someone mentioned that if you use a projectile interaction they come out of hiding (say shoot a glob at self)
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Meph

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5710 on: August 07, 2013, 03:18:31 pm »

So either make all dwarves legendary hunters, or self-inflicted wounds?

I assume a material emission of a harmless gas would also work. So giving the hide-interaction a CE_CAN_DO_INTERACTION with a waiting time should fix it. Lets say 5000ticks, thats enough time to get away, and suddenly the creature attacks itself with a material_emission using "cloud of magical nonsense" in a vapor-breath attack.

Thanks hugo, I'll try something like that, see if it works.
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Hugo_The_Dwarf

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5711 on: August 07, 2013, 03:31:29 pm »

well if they shoot themselves they actually just shoot the ground under them (impossible to harm yourself) unless you want a flashy puff of smoke :P

I know when a GCS shoots it's webs I'm quite sure it leaves sneak mode.
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Meph

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5712 on: August 07, 2013, 03:43:33 pm »

Ok. Will be added to all hide-effects then. :)
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catvanbrian

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5713 on: August 07, 2013, 11:42:12 pm »

I'm a complete fail at modding (because my legs hurt every time I type stuff and that's why I don't type that much) I want a living golden spider robot with, a core for a heart (that is why it is living) it's blood will be molten iron, and it has a gun that shoots masterwork dwarf fortress bullets on it's back
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5714 on: August 07, 2013, 11:44:03 pm »

You'll have to deal with glob bullets

(also I might not be making this any time soon if at all so don't get your hopes up too much)
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