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Author Topic: [MODDING] INTERACTION & SYNDROME QUESTIONS THREAD  (Read 69006 times)

Meph

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[MODDING] INTERACTION & SYNDROME QUESTIONS THREAD
« on: May 22, 2012, 01:00:48 am »

The modding questions thread sometimes gets very cluttered, and different people know more about some categories, and less about others. For creatures, I would ask hugo, for interactions I would ask narhiril, for entities, deon. I hope it is a good idea to split the old questions thread into fields. If you disagree, simply dont post here, and it will disappear from itself after a few days ;)


All interaction or syndrome related questions go here.



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Tirion

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Re: [MODDING] INTERACTION & SYNDROME QUESTIONS THREAD
« Reply #1 on: May 22, 2012, 08:29:56 am »

Secret question: are there any other valid values for IS_SECRET_GOAL other than IMMORTALITY?
If no, does this mean that any secret will have to include [NO_AGING]? What other lines are necessary for towers during worldgen? Is there any other way to successfully pass down a secret, other than books and apprentices in towers?
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Putnam

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Re: [MODDING] INTERACTION & SYNDROME QUESTIONS THREAD
« Reply #2 on: May 22, 2012, 08:52:06 am »

1. No.
2. No.

For towers, what you need is zombies. You need 50 zombies for a tower.

Destroid

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Re: [MODDING] INTERACTION & SYNDROME QUESTIONS THREAD
« Reply #3 on: May 22, 2012, 10:22:26 am »

Reposting from general help thread, as I didn't get much help there.  The more I work on this the more I feel DF just doesn't support what I want to do.



I'm having some trouble with interactions.  What I am currently doing is having zombie plague transmitted from wild zombies to the player civ by injectable syndrome, this portion is tested and working correctly, however I also want these new zombies to be able to further infect people with zombie plague.  For this I am attempting to use a syndrome, as far as I can tell you can't use CE_ADD to add new attacks (or any token that needs additional arguments).  Thus I am granting the newly made zombies the ability to create further zombies through an interaction and it is here that I am stuck.

My errorlog is reporting: "Interaction Token not recognized : ZPLAGUE", in the creature file.

Creature Syndrome:
Spoiler (click to show/hide)

Interaction:
Spoiler (click to show/hide)

Mekboy

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Re: [MODDING] INTERACTION & SYNDROME QUESTIONS THREAD
« Reply #4 on: May 22, 2012, 12:12:22 pm »

I'm also having some problems with interactions, in this case creatures injecting a venom which transforms other creatures into them. The poison gets splattered over them, initiating the contact poison, but they don't transform after the time period has passed. Any ideas?

Code: [Select]
[CREATURE:OIL_MAN]
[DESCRIPTION:A humanoid tainted by the Glistening Oil.]
[NAME:pawn of phyrexia:pawns of phyrexia:pawn of phyrexia]
[CASTE_NAME:pawn of phyrexia:pawns of phyrexia:pawn of phyrexia]
[CREATURE_TILE:'U'][COLOR:7:0:0]
[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_SLEEP]
[NO_PHYS_ATT_GAIN]
[NO_PHYS_ATT_RUST]
[NOTHOUGHT]

[BODY:HUMANOID:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:SKULL:5FINGERS:5TOES:MOUTH:TON

GUE:TEETH:RIBCAGE]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]
[TL_MAJOR_ARTERIES]
[BODYGLOSS:CLAW_HAND]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
[HAS_NERVES]
[USE_MATERIAL_TEMPLATE:BLOOD:OIL_TAINTED_BLOOD_TEMPLATE]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[CREATURE_CLASS:GENERAL_POISON]
[GETS_WOUND_INFECTIONS]
[PHYS_ATT_RANGE:STRENGTH:450:950:1150:1250:1350:1550:2250]               +
[PHYS_ATT_RANGE:ENDURANCE:700:1200:1400:1500:1600:1800:2500]             ++
[PHYS_ATT_RANGE:RECUPERATION:450:950:1150:1250:1350:1550:2250]
[PHYS_ATT_RANGE:DISEASE_RESISTANCE:450:950:1150:1250:1350:1550:2250]
[MENT_ATT_RANGE:WILLPOWER:700:1200:1400:1500:1600:1800:2500]
[BODY_SIZE:0:0:3000]
[BODY_SIZE:1:168:15000]
[BODY_SIZE:12:0:60000]
[USE_MATERIAL_TEMPLATE:POISON:OIL_TAINTED_BLOOD_TEMPLATE]

[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:SECOND]
[ATTACK_FLAG_CANLATCH]
[SPECIALATTACK_INJECT_EXTRACT:LOCAL_CREATURE_MAT:POISON:LIQUID:100:100]

[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:slash:slashes]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:MAIN]
[SPECIALATTACK_INJECT_EXTRACT:LOCAL_CREATURE_MAT:POISON:LIQUID:100:100]
[SWIMS_LEARNED][SWIM_SPEED:2500]

Code: [Select]
[MATERIAL_TEMPLATE:OIL_TAINTED_BLOOD_TEMPLATE]
[STATE_COLOR:ALL_SOLID:DARK_SCARLET]
[STATE_NAME:ALL_SOLID:frozen oil-tainted blood]
[STATE_ADJ:ALL_SOLID:frozen oil-tainted blood]
[STATE_COLOR:LIQUID:DARK_SCARLET]
[STATE_NAME:LIQUID:oil-tainted blood]
[STATE_ADJ:LIQUID:oil-tainted blood]
[STATE_COLOR:GAS:DARK_SCARLET]
[STATE_NAME:GAS:boiling oil-tainted blood]
[STATE_ADJ:GAS:boiling oil-tainted blood]
[DISPLAY_COLOR:7:0:0]
[MATERIAL_VALUE:1]
[SPEC_HEAT:4181]
[IGNITE_POINT:10508]
[MELTING_POINT:10000]
[BOILING_POINT:10180]
[HEATDAM_POINT:10250]
[COLDDAM_POINT:9900]
[MAT_FIXED_TEMP:NONE]
[SOLID_DENSITY:500]
[LIQUID_DENSITY:NONE]
[MOLAR_MASS:NONE]
[IMPACT_YIELD:10000]
[IMPACT_FRACTURE:10000]
[IMPACT_STRAIN_AT_YIELD:100]
[COMPRESSIVE_YIELD:10000]
[COMPRESSIVE_FRACTURE:10000]
[COMPRESSIVE_STRAIN_AT_YIELD:100]
[TENSILE_YIELD:10000]
[TENSILE_FRACTURE:10000]
[TENSILE_STRAIN_AT_YIELD:100]
[TORSION_YIELD:10000]
[TORSION_FRACTURE:10000]
[TORSION_STRAIN_AT_YIELD:100]
[SHEAR_YIELD:6600] used high salinity ice
[SHEAR_FRACTURE:6600]
[SHEAR_STRAIN_AT_YIELD:100]
[BENDING_YIELD:10000]
[BENDING_FRACTURE:10000]
[BENDING_STRAIN_AT_YIELD:100]
[MAX_EDGE:500]
[ABSORPTION:100]
[IMPLIES_ANIMAL_KILL]
[ROTS]
[BLOOD_MAP_DESCRIPTOR]
[SYNDROME]
[SYN_NAME:phyresis]
[SYN_INJECTED][SYN_INGESTED][SYN_CONTACT]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_IMMUNE_CREATURE:OIL_TAINTED:ALL]
[CE_UNCONSCIOUSNESS:SEV:100:PROB:100:::START:0:PEAK:600:END:1200]
[CE_BODY_TRANSFORMATION:START:1200]
[CE:CREATURE:OIL_MAN:DEFAULT]
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Hugo_The_Dwarf

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Re: [MODDING] INTERACTION & SYNDROME QUESTIONS THREAD
« Reply #5 on: May 22, 2012, 12:20:50 pm »

@Destroid
Bite interactions I haven't worked with very well maybe IT000 will pay a vist and help, but this could show some answers for you:
Spoiler (click to show/hide)

@Mekboy
add a [CASTE:GENERIC] at the very end of your creature, also you don't need POISON:TAINTED_OIL... since your blood is the same. Make it use BLOOD and remove POSION haveing two materials that are the same is redunandt

in your syndrome use GENERIC instead of DEFAULT for the body transformation
plus CE_UNCONSCIOUSNESS:SEV:100:PROB:100:::START:0:PEAK:600:END:1200 why is there unused parameters?
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psychomantits

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Re: [MODDING] INTERACTION & SYNDROME QUESTIONS THREAD
« Reply #6 on: May 22, 2012, 12:24:19 pm »

Is there a way of adding body parts like shells to creatures or is CE_BODY_TRANSFORMATION the closest thing I have?
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Meph

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Re: [MODDING] INTERACTION & SYNDROME QUESTIONS THREAD
« Reply #7 on: May 22, 2012, 12:30:09 pm »

Only way to add bodyparts is by CE_BODY_TRANSFORMATION. Or direct modding in the raws, but I guess that is not what you meant.
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jaxy15

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Re: [MODDING] INTERACTION & SYNDROME QUESTIONS THREAD
« Reply #8 on: May 22, 2012, 12:36:56 pm »

Would there be less zombies in a tower if a secret had an interaction which makes very faulty undead and has an extremely long wait period?
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Destroid

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Re: [MODDING] INTERACTION & SYNDROME QUESTIONS THREAD
« Reply #9 on: May 22, 2012, 12:44:57 pm »

@Destroid
Bite interactions I haven't worked with very well maybe IT000 will pay a vist and help, but this could show some answers for you:
Spoiler (click to show/hide)

Yeah, I'm trying to avoid the body transformation and just add tokens to create the behaviour I want, which will stop the creature healing wounds and other oddities.  So instead of transmuting the hiver into a zombie, it adds a series of tokens to the hiver which make him zombie like.  From what experimentation I've done it seems you can't add tokens that have arguments using CE_ADD_TAG, which rules out attacks and syndromes, and also even simple stuff like BUILDINGDESTROYER(1 or 2).

Mekboy

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Re: [MODDING] INTERACTION & SYNDROME QUESTIONS THREAD
« Reply #10 on: May 22, 2012, 01:04:14 pm »

@Mekboy
add a [CASTE:GENERIC] at the very end of your creature, also you don't need POISON:TAINTED_OIL... since your blood is the same. Make it use BLOOD and remove POSION haveing two materials that are the same is redunandt

in your syndrome use GENERIC instead of DEFAULT for the body transformation
plus CE_UNCONSCIOUSNESS:SEV:100:PROB:100:::START:0:PEAK:600:END:1200 why is there unused parameters?

Thanks, it's mostly working, but for some reason this keeps coming up in the errorlog, despite [CASTE:GENERIC]:
*** Error(s) finalizing the material template OIL_TAINTED_BLOOD_TEMPLATE
Unrecognized Caste Token in Body Transformation Effect: OIL_MAN:GENERIC
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Hugo_The_Dwarf

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Re: [MODDING] INTERACTION & SYNDROME QUESTIONS THREAD
« Reply #11 on: May 22, 2012, 05:14:42 pm »

@Mekboy
Spoiler (click to show/hide)
Try this just in case

@Destroid
You could have the zombie bite "mark" the target, then once the target dies. The zombie uses a animate and transform, saddly I have no idea on how to make your biten hivers into plauge bearing zombies other then having different zombie castes of all the species in game. and the bite has a bunch of syndromes each targeting a creature and it's caste to turn into the respected zombie caste version.

Perhaps toady will bless us with this ability in the future
« Last Edit: May 22, 2012, 05:33:00 pm by Hugo_The_Dwarf »
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Putnam

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Re: [MODDING] INTERACTION & SYNDROME QUESTIONS THREAD
« Reply #12 on: May 22, 2012, 05:28:04 pm »

You need [ENTERS_BLOOD].

Hugo_The_Dwarf

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Re: [MODDING] INTERACTION & SYNDROME QUESTIONS THREAD
« Reply #13 on: May 22, 2012, 05:32:34 pm »

You need [ENTERS_BLOOD].
He just wants it as a contact syndrome I believe, But yes [ENTERS_BLOOD] would have it "injected" into the creature on attack instead of "gooped" on it. is that correct?

I'm sure that's how it works at any rate
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Tirion

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Re: [MODDING] INTERACTION & SYNDROME QUESTIONS THREAD
« Reply #14 on: May 23, 2012, 04:28:47 am »

Another question: is there some way to use vermin as a disease vector? Can they be targets of syndromes, or only sources, like the cave spiders?
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