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Author Topic: [MODDING] REACTIONS QUESTIONS THREAD  (Read 42772 times)

Urist McCoder

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Re: [MODDING] REACTIONS QUESTIONS THREAD
« Reply #60 on: March 10, 2015, 10:37:00 am »

Thank you.
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Kazoo

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Re: [MODDING] REACTIONS QUESTIONS THREAD
« Reply #61 on: March 10, 2015, 11:35:56 am »

I'm trying to allow my dwarves to put horns on their helms, i've come up with the following which should for example create a steel horned helm from a steel helm. However how could i go about detailing the horn used? Could i possibly do something crazy like pass variable B to an item prefix?
Code: [Select]
[REACTION:HELM_HORNED]
[NAME:Adorn a helm with horn]
[BUILDING:CRAFTSMAN:NONE]

[REAGENT:A:1:HELM:NONE:NONE:NONE][NOT_IMPROVED]

[REAGENT:B:2:HORN:NONE:NONE:NONE][ANY_HORN_MATERIAL]

[PRODUCT:100:1:HELM:ITEM_HELM_HORNED:GET_MATERIAL_FROM_REAGENT:A:NONE]

[SKILL:CRAFTSMAN]

Spoiler (click to show/hide)
« Last Edit: March 10, 2015, 12:08:33 pm by Kazoo »
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Urist McCoder

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Re: [MODDING] REACTIONS QUESTIONS THREAD
« Reply #62 on: March 10, 2015, 11:49:16 am »

Why isn't this reaction showing up in adventure mode?
Spoiler (click to show/hide)
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Snergler

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Re: [MODDING] REACTIONS QUESTIONS THREAD
« Reply #63 on: March 10, 2015, 12:54:19 pm »

I'm trying to allow my dwarves to put horns on their helms, i've come up with the following which should for example create a steel horned helm from a steel helm. However how could i go about detailing the horn used? Could i possibly do something crazy like pass variable B to an item prefix?
Code: [Select]
[REACTION:HELM_HORNED]
[NAME:Adorn a helm with horn]
[BUILDING:CRAFTSMAN:NONE]

[REAGENT:A:1:HELM:NONE:NONE:NONE][NOT_IMPROVED]

[REAGENT:B:2:HORN:NONE:NONE:NONE][ANY_HORN_MATERIAL]

[PRODUCT:100:1:HELM:ITEM_HELM_HORNED:GET_MATERIAL_FROM_REAGENT:A:NONE]

[SKILL:CRAFTSMAN]

Spoiler (click to show/hide)
creating an single item  made of multiple materials, or materials from multiple reagents is not possible ... AFAIK
your horned helm will be made of just the material of the reagent A in GET_MATERIAL_FROM_REAGENT:A:NONE
and using GET_ITEM_DATA_FROM_REAGENT will produce an item of the item type and material of the reagent specified.
I think your best bet is to create a custom reaction to improve an helm item, you can specify spikes as the improvement.
Code: [Select]
[IMPROVEMENT:100:helm:SPIKES:GET_MATERIAL_FROM_REAGENT:horn:NONE]your helm will "menace with spikes of (creature) horn" :)
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BlackFlyme

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Re: [MODDING] REACTIONS QUESTIONS THREAD
« Reply #64 on: March 10, 2015, 01:10:48 pm »

Why isn't this reaction showing up in adventure mode?
Spoiler (click to show/hide)

Did you create a new world after creating the reaction?
Is the reaction in a proper file, with proper headings?

Your product is wrong. It should be something like this:
Code: [Select]
[PRODUCT:100:15:AMMO:ITEM_AMMO_KNIVES:GET_MATERIAL_FROM_REAGENT:A:NONE]
You were missing the product success chance, the product amount, and the main item token.
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Urist McCoder

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Re: [MODDING] REACTIONS QUESTIONS THREAD
« Reply #65 on: March 10, 2015, 01:19:17 pm »

Thank you, this community is a life saver proverbially speaking.
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Urist McCoder

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Re: [MODDING] REACTIONS QUESTIONS THREAD
« Reply #66 on: March 10, 2015, 01:24:59 pm »

It's still not working, here's my new reaction.
EDIT: Stupid capitalization >:(
« Last Edit: March 10, 2015, 01:32:42 pm by Urist McCoder »
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BlackFlyme

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Re: [MODDING] REACTIONS QUESTIONS THREAD
« Reply #67 on: March 10, 2015, 01:28:55 pm »

In what way is it not working?

I tried putting the reaction you just posted into a reaction file, then I created a new world, and it seemed to work in there.
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Kazoo

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Re: [MODDING] REACTIONS QUESTIONS THREAD
« Reply #68 on: March 10, 2015, 02:42:52 pm »

I'm trying to allow my dwarves to put horns on their helms, i've come up with the following which should for example create a steel horned helm from a steel helm. However how could i go about detailing the horn used? Could i possibly do something crazy like pass variable B to an item prefix?
Code: [Select]
[REACTION:HELM_HORNED]
[NAME:Adorn a helm with horn]
[BUILDING:CRAFTSMAN:NONE]

[REAGENT:A:1:HELM:NONE:NONE:NONE][NOT_IMPROVED]

[REAGENT:B:2:HORN:NONE:NONE:NONE][ANY_HORN_MATERIAL]

[PRODUCT:100:1:HELM:ITEM_HELM_HORNED:GET_MATERIAL_FROM_REAGENT:A:NONE]

[SKILL:CRAFTSMAN]

Spoiler (click to show/hide)
creating an single item  made of multiple materials, or materials from multiple reagents is not possible ... AFAIK
your horned helm will be made of just the material of the reagent A in GET_MATERIAL_FROM_REAGENT:A:NONE
and using GET_ITEM_DATA_FROM_REAGENT will produce an item of the item type and material of the reagent specified.
I think your best bet is to create a custom reaction to improve an helm item, you can specify spikes as the improvement.
Code: [Select]
[IMPROVEMENT:100:helm:SPIKES:GET_MATERIAL_FROM_REAGENT:horn:NONE]your helm will "menace with spikes of (creature) horn" :)

Damn shame, i'm still capable of making the horned helmets/antlered helmets, but my fastidious side demands the item name acknowledge the animal the horns are from, ie. ''Stag Antlered Steel Helm''.
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Snergler

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Re: [MODDING] REACTIONS QUESTIONS THREAD
« Reply #69 on: March 16, 2015, 07:50:05 pm »

Anybody know how, or if it is possible to make a custom improvment reaction that makes an improved product, like the encrust job at the jewelers workshop? specifically a new item with the same type an material as the reagent, with the specified improvement.
this is as close as I can get...
Code: [Select]
[REACTION:ENCRUST_METAL_WEAPON]
[NAME:encrust a metal weapon]
[BUILDING:JEWELERS2:NONE]
[REAGENT:weapon:1:WEAPON:NONE:METAL:NONE][REACTION_CLASS:METALIC][NOT_IMPROVED]
[REAGENT:smallgem:1:SMALLGEM:NONE:NONE:NONE]
        [PRODUCT:100:1:GET_ITEM_DATA_FROM_REAGENT:weapon:NONE:GET_MATERIAL_FROM_REAGENT:weapon:NONE]
        [IMPROVEMENT:100:???:COVERED:GET_MATERIAL_FROM_REAGENT:smallgem:NONE]
[SKILL:ENCRUSTGEM]

I can't figure out how to attach the improvement to the product.. if its possible,
for now I use...
Code: [Select]
[REACTION:ENCRUST_METAL_WEAPON]
[NAME:encrust a metal weapon]
[BUILDING:JEWELERS2:NONE]
[REAGENT:weapon:1:WEAPON:NONE:METAL:NONE][REACTION_CLASS:METALIC][NOT_IMPROVED][PRESERVE_REAGENT]
[REAGENT:smallgem:1:SMALLGEM:NONE:NONE:NONE]
        [IMPROVEMENT:100:weapon:COVERED:GET_MATERIAL_FROM_REAGENT:smallgem:NONE]
[SKILL:ENCRUSTGEM]
it adds the improvement, but imported weapons used as reagents keep the "(«weapon»)" imported status.
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Zarathustra30

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Re: [MODDING] REACTIONS QUESTIONS THREAD
« Reply #70 on: March 17, 2015, 02:10:26 am »

Warning - untested idea. This is me being sleepy.

You could split it up into two reactions, one to replace the weapon, one to improve it. Because you want to make the second reaction automatic, during the first reaction, put the sword into a specific container and require the sword in the second reaction to be in that container.

If you don't want to have to make extra containers, you could have an initial reaction that generates a temporary container which is destroyed in the last reaction.

Be sure to require the weapon and the improvement item as reagents even when not being used, to prevent exploits.
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How did we pass from inns with merry songs and happy music to temples of doom and medieval torture with so much easiness and eagerness??

Urist McCoder

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Re: [MODDING] REACTIONS QUESTIONS THREAD
« Reply #71 on: March 17, 2015, 08:04:32 am »

Why can't I do these reactions in my custom building.
Spoiler (click to show/hide)
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BlackFlyme

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Re: [MODDING] REACTIONS QUESTIONS THREAD
« Reply #72 on: March 17, 2015, 08:13:24 am »

Did you permit the reactions in the entity?
Are the reactions in the correct file, with the correct format?
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Urist McCoder

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Re: [MODDING] REACTIONS QUESTIONS THREAD
« Reply #73 on: March 17, 2015, 08:18:37 am »

I forgot to permit the reactions. *face palm*
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Urist McCoder

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Re: [MODDING] REACTIONS QUESTIONS THREAD
« Reply #74 on: March 17, 2015, 08:47:58 am »

Well I permitted the reactions in the entity file but it still is not showing up. Here is the building.
Spoiler (click to show/hide)
Everything has the right headers, I have been regening the world after every change.
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