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Author Topic: [MODDING] 0.34. QUESTIONS THREAD  (Read 1076363 times)

Roses

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7080 on: January 27, 2014, 02:12:11 pm »

Give yourself an interaction that gives you a syndrome that gives the interaction you want to use. Your normal NPCs won't ever use the first interaction (if its USAGE_HINT:ATTACK and SELF_ONLY) so they will never get the other interaction (which is the actual dragonfire/whateveryouwant interaction)
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Grombardrim

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7081 on: January 27, 2014, 02:36:48 pm »

Ah, that sounds like it'd work.  Only question I have now...  How would I do that?  I'm fairly decent at editing weapons, but I have no experience whatsoever in the creation of Interactions...  Would it be possible to give the the raws for the first interaction (the one that gives me the Spell-Like-Ability), and point out where I need to edit it in order to get it to do what I want it to?

Edit: if it'd help to have the interaction I want to give to myself, here it is:

Spoiler (click to show/hide)

And it summons a cloud of this:

Spoiler (click to show/hide)

Does this look as if it'll work?
« Last Edit: January 27, 2014, 02:46:55 pm by Grombardrim »
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splinterz

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7082 on: January 28, 2014, 01:22:21 pm »

how do the PHYS/MENT_ATT_CHANGE work exactly? does it take the larger if you have both a static increase and a percent increase? what happens when you have multiple syndromes which all affect the same attribute (ie. 4 syndromes all with different strength changes)?

Meph

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7083 on: January 28, 2014, 01:50:38 pm »

its number:number, the first number is a percentage change, the second a total amount.

200:0 would raise it to 100%.
1000:500 would add 500 points.
10:0 would reduce it to 10%.
100:-500 should reduce it by 500. I am pretty sure negatives work.

The amounts should be cumulative, but that is guesswork. I have never done science on multiple additions. I guess dfhack can read them out, if you really want to make sure.
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Grombardrim

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7084 on: January 28, 2014, 02:40:49 pm »

So, I just installed the Upgradable Leather mod, and was wondering how to add it to my Adventurer mode reactions?  Would it be something like this?

Spoiler (click to show/hide)

Or do I need to change that somehow in order to get it working correctly?  (Bonus points if you can make it DRAGON_SCALE leather ^_^]
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7085 on: January 28, 2014, 02:43:52 pm »

[PRODUCT:100:1:HELM:ITEM_HELM_HELM:CREATURE_MAT:DRAGON:DRAGON_SCALE]?

You definitely can't use material templates in reactions, at least.

splinterz

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7086 on: January 28, 2014, 02:58:13 pm »

its number:number, the first number is a percentage change, the second a total amount.

200:0 would raise it to 100%.
1000:500 would add 500 points.
10:0 would reduce it to 10%.
100:-500 should reduce it by 500. I am pretty sure negatives work.

The amounts should be cumulative, but that is guesswork. I have never done science on multiple additions. I guess dfhack can read them out, if you really want to make sure.
hrmm i was under the impression it could apply both, as in 1000:500 would first apply current_value * 1000/100, and then add 500. i looked at the dfhack unit code, but i don't see that it applies syndromes at all, curse changes yes, but not syndromes.

Meph

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7087 on: January 28, 2014, 03:01:12 pm »

ups, I meant 100:500. Not 1000:500. That would make him ten times stronger and then add 500. ^^
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Grombardrim

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7088 on: January 28, 2014, 03:31:42 pm »

But then how would I change the reaction so that it creates runic leather, not normal leather?
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MagmaMcFry

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7089 on: January 28, 2014, 03:40:36 pm »

[PRODUCT:100:1:HELM:ITEM_HELM_HELM:CREATURE_MAT:DRAGON:LEATHER_5]
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Grombardrim

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7090 on: January 28, 2014, 03:43:36 pm »

Ah-ha!  You, sir, are a wonderful person.  Thanks!  (In case you didn't understand: [a] it worked, and I have unlocked the secrets of life and death reactions with leather!)
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splinterz

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7091 on: January 28, 2014, 06:29:50 pm »

its number:number, the first number is a percentage change, the second a total amount.

200:0 would raise it to 100%.
1000:500 would add 500 points.
10:0 would reduce it to 10%.
100:-500 should reduce it by 500. I am pretty sure negatives work.

The amounts should be cumulative, but that is guesswork. I have never done science on multiple additions. I guess dfhack can read them out, if you really want to make sure.
i just finished testing this, by applying a +250 strength syndrome, and then a 200% strength syndrome, and then reversing the order on another dwarf.

i'd previously modified both dwarves' strength to 800. so if they had been applied in some kind of time/date order, then i would have expected one to be 'mighty (800+250)*2=2100' and the other to be 'very strong (800*2)+250=1850'.

Edit:
however they were both only 'very strong'. after looking at the active syndrome vector of the two units, it showed that DF is doing some sorting of it's own. they weren't in a year/time consistent order (ie. earliest to latest). regardless of which syndrome was applied first the order was +250, 200% in the vector for both dwarves. so applying the syndrome strength effects from the last entry to the first entry from the vector resulted in 1850 strength for both dwarves, which falls in the 'very strong' range description that the game was showing.
percentage changes are applied first, and then flat changes, see post below.
« Last Edit: January 29, 2014, 04:15:54 am by splinterz »
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7092 on: January 28, 2014, 06:31:18 pm »

That's because you can't stack attribute or body size changes; they overwrite the previous one when done.

dirkdragonslayer

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7093 on: January 28, 2014, 10:18:22 pm »

Is it possible to have sexual dimorphism among a sentient species without having problems with clothing size? I was planning to have a species where one caste is slightly bigger and tougher, while one is smaller and faster, but I'm afraid that clothes may be a problem.
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splinterz

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7094 on: January 29, 2014, 12:43:27 am »

That's because you can't stack attribute or body size changes; they overwrite the previous one when done.
Nothing was overwritten, it applied both syndrome strength changes, I don't know what you mean.

Edit: i've done another round of testing, and i think i've got it nailed down. i tested up to 4 different strength syndromes, +250, 300%, 150%, 200%/+250. i applied them in different orders to the same dwarf over a couple tests.

the order the syndromes are applied, nor the order df stores them matters. all syndrome strength changes were applied, first by applying all percentage increases, and then applying the flat increases.

for example, with the above 4 syndromes, if all 4 are applied, the new strength value is calculated as x*1.5*2*3+250+250, where x is your dwarf's starting strength.
« Last Edit: January 29, 2014, 04:13:57 am by splinterz »
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