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Author Topic: [MODDING] 0.40.x QUESTIONS THREAD  (Read 335343 times)

IndigoFenix

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2160 on: February 18, 2015, 06:24:44 pm »

Does anyone know specifically what USAGE_HINT:NEGATIVE_SOCIAL_RESPONSE and USAGE_HINT:TORMENT do?  Yes, I know they are used to make people who hate you spit at you in adventure mode, but what are the rules specifically, and what is the difference between the two?

Specifically, I'm trying to figure out if it is possible to make an interaction that will be used as a punishment for certain crimes in fortress mode.  Like a wizard sheriff that polymorphs criminals instead of just giving them a beating.

scamtank

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2161 on: February 18, 2015, 07:32:08 pm »

Hey, quick question. Do [BODY] definitions nest neatly with each other so that this:

Code: [Select]
[BODY:BASIC_2PARTBODY:BASIC_HEAD:SIDE_FINS:DORSAL_FIN:TAIL:2EYES:HEART:GUTS:ORGANS:SPINE:BRAIN:SKULL:MOUTH:RIBCAGE]
...works just as well as this?

Code: [Select]
[BODY:BASIC_2PARTBODY:BASIC_HEAD]
[BODY:SIDE_FINS:DORSAL_FIN:TAIL]
[BODY:2EYES:HEART:GUTS:ORGANS:SPINE:BRAIN]
[BODY:SKULL:MOUTH:RIBCAGE]
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Putnam

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2162 on: February 18, 2015, 08:07:27 pm »

Yes.

Propman

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2163 on: February 19, 2015, 02:51:51 am »

How does one specify wax as a material needed to produce something for a reaction?
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scamtank

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2164 on: February 19, 2015, 02:55:30 am »

Try a generic GLOB with REACTION_CLASS:WAX.
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§k

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2165 on: February 19, 2015, 03:54:12 am »

If I replace all "MAXAGE" with "MXAGE", in all files, will all creatures be immortal?
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Putnam

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2166 on: February 19, 2015, 04:56:54 am »

Yes.

Probably better to replace [MAXAGE with MAXAGE so you don't get errors in your errorlog.

§k

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2167 on: February 19, 2015, 05:00:09 am »

Thanks a lot!
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TheFlame52

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2168 on: February 24, 2015, 10:03:06 am »

Is it possible to make vermin hunt other vermin?

TheFlame52

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2169 on: February 27, 2015, 04:26:53 pm »

Hello?

smakemupagus

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2170 on: February 27, 2015, 04:31:32 pm »

Seems easy enough to test

TheFlame52

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2171 on: February 27, 2015, 04:39:01 pm »

I suppose I'll just add it to cave spiders like I planned and see.

timmah612

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2172 on: February 27, 2015, 09:54:58 pm »

I was looking through the dwarf files and looking at the materials and I wondered if you could change what you dwarves are made of and what effect would this have? For example could i give them adamantine bones and dragon hide skin or yak hide for skin, so my beardy little weirdos look like little Sasquatches and what wffects would this have?
The second thing i was wondering about was how i would go about making level 3 meals and level 3 meals only give vampirism to dwarves? I am kinda new and am having trouble getting bloody water with vampirism to occur for me, and rewarding my eliete soldiers for extra survivability in sieges is helpful but better is the idea of giving a prisoner dwarf one last meal before his eternal sentence in a cage *evil grin*
Third and final question back on dwarven stats and such, how could i make my dwarves magma safe?
Sorry i have so many questions but i am really new to the whole modding thing and i have wanted to do these things for a while now.
Thanks for any help you can give :D
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BlackFlyme

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2173 on: February 27, 2015, 11:26:54 pm »

You could give them metal bones and such if you wanted, but changing their materials from one creature to another won't change much.

Dragons have the same scales template as fish, for example, so it wouldn't make all your dwarves as tough as a dragon, though scales may be a bit better than skin.

You can't add syndromes to items through raw modding alone, so you can't make level three meals give dwarves vampirism. There is probably a DFHack plug-in that can do that, though.

To make dwarves magma-safe, all their materials have to have their melting, boiling, and heat damage points set very high. For example, dragons have this at the end of their raws:
Code: [Select]
[SELECT_MATERIAL:ALL]
 [MULTIPLY_VALUE:15]
 [COLDDAM_POINT:NONE]
 [HEATDAM_POINT:NONE]
 [IGNITE_POINT:NONE]
 [IF_EXISTS_SET_MELTING_POINT:55000]
 [IF_EXISTS_SET_BOILING_POINT:57000]
 [SPEC_HEAT:30000]
 Need to make sure blood and pus aren't solid at regular temperatures.
 [SELECT_MATERIAL:BLOOD]
 [PLUS_MATERIAL:PUS]
 [MELTING_POINT:10000]
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timmah612

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2174 on: February 28, 2015, 10:36:46 am »

Thank you very much for the info. much appreciated :)
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