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Author Topic: [MODDING] 0.40.x QUESTIONS THREAD  (Read 334808 times)

Knight Otu

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #405 on: July 19, 2014, 09:10:26 am »

You've accidentally duplicated an entry.
Probably more than one. Check your error log. Also, the evil sludges etc are weather effects - rains and clouds.
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TomiTapio

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #406 on: July 19, 2014, 09:34:46 am »

Thanks people. *searches for "[creature:a" * and b and c etc.
*deletes duplicate ALPACA*
*deletes duplicate BIRD_TURKEY, duck, goose...
damn domestics file

Nope, I found evil sludges & co. in underground digging. and in embark sand & clay choosing. Musta been my DUPE RAWS then :^)

ps. check out Youtube videos of my Project Spark (Win8.1 & Xbox One) creations: https://www.youtube.com/user/TomiTapio/videos
pps. vanilla hippo has kick as MAIN attack and bite as secondary... OldGenesis hippos have tougher materials and thicker skin and some skills.
ppps. has anyone modded hippos to do their Very Distinctive spray-shit-everywhere move?
« Last Edit: July 19, 2014, 10:22:01 am by TomiTapio »
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

TheDorf

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #407 on: July 19, 2014, 10:15:32 am »

How would I go about using sharpened stones in a reaction? I know how I would go about creating them, but not how I'd use them as reagents.
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I love this community. Somebody asks "hay guise how do i tame shark", and then everybody is like "why don't we fling sharks at things with complex mechanical devices?".

scamtank

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #408 on: July 19, 2014, 10:20:24 am »

Just ROCK:NONE:material:tokens? I don't think you can exclude your reagents to specifically non-sharp rocks, but you probably don't have a lot of the unsharpened adv-mode knap-type small rocks lying around in fortress mode anyway.
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TheDorf

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #409 on: July 19, 2014, 10:25:16 am »

Just ROCK:NONE:material:tokens? I don't think you can exclude your reagents to specifically non-sharp rocks, but you probably don't have a lot of the unsharpened adv-mode knap-type small rocks lying around in fortress mode anyway.

Maybe I should have mentioned I'm currently working on adventure mode reactions :p Well, damnit. Would have been neat to be able to craft a rock knife out of a sharpened stone and some raw hide or something like that.
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I love this community. Somebody asks "hay guise how do i tame shark", and then everybody is like "why don't we fling sharks at things with complex mechanical devices?".

TomiTapio

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #410 on: July 19, 2014, 10:27:49 am »

How would I go about using sharpened stones in a reaction? I know how I would go about creating them, but not how I'd use them as reagents.
Here's one stone reaction for you to gaze upon:
Spoiler (click to show/hide)
I guess there is no mirror tag of    [NO_EDGE_ALLOWED], no must_have_edge. Check what tags exist in the executable.

TheDorf, download a 2012 OldGenesis from my sig, and read the ALL the adventurer mode crafting Deon has made.

Finding the suitable rocks are the hard part, anyway. Maybe restrict the input to only really hard stones like obsidian, jasper and the actual irl tool stones?
I have researched which stones are good for tools, 2-4 years ago: search for [REACTION_CLASS:EDGEDWEAPONROCK] in OldGenesis raws.
« Last Edit: July 19, 2014, 11:03:20 am by TomiTapio »
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

scamtank

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #411 on: July 19, 2014, 10:36:11 am »

Maybe I should have mentioned I'm currently working on adventure mode reactions :p Well, damnit. Would have been neat to be able to craft a rock knife out of a sharpened stone and some raw hide or something like that.

Oh, just imagine that the reaction includes chipping up the blade. That'd just make you do a few extra key presses to sharpen the rock first.

Finding the suitable rocks are the hard part, anyway. Maybe restrict the input to only really hard stones like obsidian, jasper and the actual irl tool stones?
« Last Edit: July 19, 2014, 10:37:55 am by scamtank »
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TheDorf

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #412 on: July 19, 2014, 11:07:16 am »

Thank you guys :) I'll just keep it simple for now and let adventurers craft stone knives out of any stone type, using a "tool rock" and a "hammer rock", just like in the regular knapping reaction :)
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I love this community. Somebody asks "hay guise how do i tame shark", and then everybody is like "why don't we fling sharks at things with complex mechanical devices?".

GavJ

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #413 on: July 19, 2014, 11:09:22 am »

The knapping reaction itself is in the raws, IIRC. So you could, if you wanted, restrict it to types of chert or whatever, if you wanted to make it harder and more realistic.

Easy to do. Just add [REACTION_CLASS:CHERTS] or whatever to the end of the reagent in the reaction, and then go add the same tag to the material definitions of whatever mineral/rock types you want to qualify.
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Dwarf fortress in 50 words: You start with seven alcoholic, manic-depressive dwarves. You build a fortress in the wilderness where EVERYTHING tries to kill you, including your own dwarves. Usually, your chief imports are immigrants, beer, and optimism. Your chief exports are misery, limestone violins, forest fires, elf tallow soap, and carved kitten bone.

TheBronzePickle

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #414 on: July 19, 2014, 11:39:02 am »

This is my first time seriously modding something. Specifically, I'm trying to make a 'radioactive spider' that turns whatever it bites into a Spider[man] (not like in-game spider men, but like the superhero). Is there any way to add tokens to a creature through a syndrome? I'm having a bit of trouble understanding the wiki.
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TomiTapio

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #415 on: July 19, 2014, 12:20:16 pm »

This is my first time seriously modding something. Specifically, I'm trying to make a 'radioactive spider' that turns whatever it bites into a Spider[man] (not like in-game spider men, but like the superhero). Is there any way to add tokens to a creature through a syndrome? I'm having a bit of trouble understanding the wiki.
Wiki implies, CE_ADD_TAG  to grant stuff like flying or nopain or nonausea or nobleeding(?) or better visionrange. Cannot find any examples on Google!
http://dwarffortresswiki.org/index.php/v0.34:Syndrome
Then there's CE_PHYS_ATT_CHANGE   physical attr boost, and one may want a learning speed boost using mental attr changes.

Can grant the spitting of poison or fireballs with CE_CAN_DO_INTERACTION. Set the dodging skill to maximum with CE_SKILL_ROLL_ADJUST.
Some beneficial syndrome examples at http://dffd.wimbli.com/file.php?id=7471 but that's DFHack-only.
Here's body transformation modding talk: http://www.bay12forums.com/smf/index.php?topic=101538.15
« Last Edit: July 19, 2014, 12:26:58 pm by TomiTapio »
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

Knight Otu

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #416 on: July 19, 2014, 12:31:32 pm »

There is only a small number of tokens that can be added (or removed) through CE_ADD_TAG (CE_REMOVE_TAG). Flying wasn't among them last time I checked. The list of tokens that can be added is BLOODSUCKER, CAN_LEARN, CAN_SPEAK, CRAZED, EXTRAVISION, LIKES_FIGHTING (or LIKESFIGHTING), MISCHIEVOUS (or MISCHIEVIOUS), NO_CONNECTIONS_FOR_MOVEMENT, NO_DIZZINESS, NO_DRINK, NO_EAT, NO_FEVERS, NO_PHYS_ATT_GAIN, NO_PHYS_ATT_RUST, NO_SLEEP, NO_THOUGHT_CENTER_FOR_MOVEMENT, NOBREATHE, NOEMOTION, NOEXERT, NOFEAR, NONAUSEA, NOPAIN, NOSTUN, NOT_LIVING, NOTHOUGHT, OPPOSED_TO_LIFE, PARALYZEIMMUNE, SUPERNATURAL, TRANCES, UTTERANCES.

Web spinning can be added through CE_CAN_DO_INTERACTION, as Tomi says, which would look somewhat like this:
Code: [Select]
[CE_CAN_DO_INTERACTION:START:0]
[CDI:ADV_NAME:Spray web]
[CDI:INTERACTION:MATERIAL_EMISSION]
[CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_TYPE:GRASP]
[CDI:MATERIAL:CREATURE_MAT:SPIDER_CAVE_GIANT:SILK:WEB_SPRAY]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:5]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:300]

I'm pretty sure that CE_SKILL_ROLL_ADJUST cannot distinguish between skills - it's an all or nothing token as far as I know. The format is [CE_SKILL_ROLL_ADJUST:PERC:150:PERC_ON:100:START:0], which would increase the skill rolls of the creature by 50%, all of the time.
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TheBronzePickle

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #417 on: July 19, 2014, 12:47:42 pm »

Thanks, that's exactly what I was hoping for.
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Vanzetti

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #418 on: July 19, 2014, 01:09:00 pm »

Just a general question: is it possible to turn the beastman races into full-fledged civilizations?
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TheFlame52

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #419 on: July 19, 2014, 01:14:32 pm »

Just a general question: is it possible to turn the beastman races into full-fledged civilizations?
Yes, in fact, check out Blood for Armok because I already have.
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