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Author Topic: [MODDING] 0.34. QUESTIONS THREAD  (Read 1065940 times)

Meph

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7770 on: May 28, 2014, 10:53:52 am »

I have been pondering positive effects from good biomes. I thought about doing this:

Code: [Select]
[PLANT:BUBBLE_BULB]
[NAME:bubble bulb][NAME_PLURAL:bubble bulbs][ADJ:bubble bulb]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[GRASS]
[GRASS_TILES:28:28:28:28]
[GRASS_COLORS:3:2:1:3:2:1:3:0:0:0:0:1]
[WET][DRY][GOOD][BIOME:ALL_MAIN]
[SYNDROME]
[SYN_NAME:well fed]
[SYN_INGESTED]
[CE_BODY_APPEARANCE_MODIFIER:START:0:APPEARANCE_MODIFIER:HEIGHT:200]

Adding a syndrome to good grass that sets the height of a creature that eats it to 200%. This way your livestock survives combat longer, gets stronger and should give more meat/leather when butchered.

Thoughts? And would that stack, the more grass a grazer eats?
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7771 on: May 28, 2014, 10:54:37 am »

Does [SYN_INGESTED] work with grass grazing?

Meph

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7772 on: May 28, 2014, 10:58:20 am »

Yes. Why shouldnt it?
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7773 on: May 28, 2014, 11:01:12 am »

I'm not entirely sure if it's the same system.

Have you tested that?

Meph

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7774 on: May 28, 2014, 11:10:38 am »

Yes. It works. My EVIL grass has a chance to give OPPOSED_TO_LIFE to your grazers since a long time.

But since you ask, yes, I have just tested it again. It does work.

EDIT: Still, my question remains: Would that stack, the more grass a grazer eats? I dont really want elephant-sized agora bunnies. ^^
« Last Edit: May 28, 2014, 02:09:06 pm by Meph »
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7775 on: May 29, 2014, 01:58:43 pm »

It wouldn't since body size changes don't stack at all. The first one sticks and can't be overwritten.

WillowLuman

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7776 on: May 29, 2014, 02:05:35 pm »

Yes. It works. My EVIL grass has a chance to give OPPOSED_TO_LIFE to your grazers since a long time.

Can I just say that is an AWESOME idea?
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Meph

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7777 on: May 29, 2014, 02:53:54 pm »

Yes. It works. My EVIL grass has a chance to give OPPOSED_TO_LIFE to your grazers since a long time.

Can I just say that is an AWESOME idea?
Thanks. :) If you like it, have a look at this: http://www.bay12forums.com/smf/index.php?topic=138577.0 The basic idea is to make your race evolve differently by the grass they eat, because that determines if you live in normal, good, evil regions, or how deep you live in the caverns.
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spikeof2010

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7778 on: May 30, 2014, 07:05:37 am »

How would I go around making a new crature effect? [I.E. Necromancer, Vampire, etc]
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Meph

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7779 on: May 30, 2014, 11:25:42 am »

I think I read that minecarts on tracks that hit objects do not use their attacks, but instead the damage is calculated from their weight and velocity. The attacks are only important if a dwarf picks up a minecart and hits someone with it.

Which means that these are obsolete:
Code: [Select]
[ITEM_TOOL:ITEM_TOOL_MINECART_SPIKE]
[NAME:spiked minecart:spiked minecarts]
[VALUE:50]
[METAL_MAT]
[TOOL_USE:TRACK_CART]
[FURNITURE]
[TILE:254]
[INVERTED_TILE]
[SIZE:60000]
[MINIMUM_SIZE:600000]
[CONTAINER_CAPACITY:500000]
[MATERIAL_SIZE:15]
[ATTACK:EDGE:20:10000:stab:stabs:NO_SUB:1000]
[ATTACK:EDGE:20:10000:impale:impales:NO_SUB:1000]
[ATTACK:EDGE:20:10000:pierce:pierces:NO_SUB:1000]
[SKILL:SPEAR]

[ITEM_TOOL:ITEM_TOOL_TRACKTRAP_BLADE]
[NAME:bladed tracktrap:bladed tracktraps]
[VALUE:50]
[METAL_MAT]
[TOOL_USE:TRACK_CART]
[FURNITURE]
[TILE:254]
[INVERTED_TILE]
[SIZE:60000]
[MINIMUM_SIZE:600000]
[MATERIAL_SIZE:3]
[ATTACK:EDGE:10000:2000:slice:slices:NO_SUB:1000]
[ATTACK:EDGE:10000:2000:cut:cuts:NO_SUB:1000]
[ATTACK:EDGE:10000:2000:strike:strikes:NO_SUB:1000]
[SKILL:SWORD]

Just asking for confirmation, before I delete them.

Quote
How would I go around making a new crature effect? [I.E. Necromancer, Vampire, etc]
What exactly do you mean? And Vampires have very little to do with Necromancers. The one is a curse, the other a secret.
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spikeof2010

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7780 on: May 30, 2014, 12:55:48 pm »

I mean like when in Arena mode how pressing "U" lets you change what "template" it has.
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Evaris

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7781 on: May 30, 2014, 01:34:39 pm »

Is there any way to add a new glass type, ex leaded glass?

Also on that point, would it then be possible to make lead bars be used for such?
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BlackFlyme

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7782 on: May 30, 2014, 01:54:03 pm »

I mean like when in Arena mode how pressing "U" lets you change what "template" it has.

Vampires, necromancers, disturbed dead, and so on are all interactions. The tag IE_ARENA_NAME will allow an interaction to be applied to creatures in the arena.

Is there any way to add a new glass type, ex leaded glass?

Also on that point, would it then be possible to make lead bars be used for such?

I believe that glass is hard-coded, so you wouldn't be able to add new types, but I'm not completely sure.
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MagmaMcFry

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7783 on: May 30, 2014, 02:30:02 pm »

It's easy to make new kinds of glass. Just make a new material and give it the IS_GEM template (not the IS_GLASS template, that'll mess up the stockpile settings menu). You can add your own reactions for your glasses (I suggest using a reaction class), and you can build windows with it using the Build Gem Window option. The only thing that you can't do with it is satisfy moods, but you can also add new recipes to craft vanilla raw green glass by using the product tag [PRODUCT:100:1:ROUGH:NONE:GLASS_GREEN:NONE].
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TheFlame52

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7784 on: May 30, 2014, 02:44:50 pm »

Is anything wrong with these reactions? They work, but the armor one sometimes produces nothing or more than one thing, and I'm not sure about the skills.

[REACTION:ANY_ARMOR]
   [NAME:make armor from anything]
   [ADVENTURE_MODE_ENABLED]
   [REAGENT:A:1:NONE:NONE:NONE:NONE][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
   [PRODUCT:25:1:ARMOR:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
   [PRODUCT:25:2:SHOES:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
   [PRODUCT:25:1:HELM:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
   [PRODUCT:25:1:PANTS:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
   [SKILL:ARMOR_USER]

[REACTION:ANY_SHIELD]
   [NAME:make a shield from anything]
   [ADVENTURE_MODE_ENABLED]
   [REAGENT:A:1:NONE:NONE:NONE:NONE][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
   [PRODUCT:100:1:SHIELD:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
   [SKILL:SHIELD_USER]
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