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Author Topic: [MODDING] 0.40.x QUESTIONS THREAD  (Read 334224 times)

Teneb

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #90 on: July 08, 2014, 07:48:14 pm »

Haven't tested it yet world gen now has [GENERATE_DIVINE_MATERIALS:1]
There is another thread dedicated to this. If you got any info besides that, go there. It's still on the front page. Link
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Monstrous Manual: D&D in DF
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Xangi

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #91 on: July 08, 2014, 07:53:04 pm »

So here's my question, has anybody fussed around with the new CE_SENSE_CLASS thing to see exactly how it works? Also where's that string dump?
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A spooky ghost.

Previous mod (34.11):
<<Fear The Night!>>
http://www.bay12forums.com/smf/index.php?topic=103747.0

TheFlame52

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #92 on: July 08, 2014, 08:05:11 pm »

legendary warriors
NO_EVERS should be NO_FEVERS.

locustgate

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #93 on: July 08, 2014, 08:11:02 pm »

OK. So it seems that the necromancers aren't using the interactions....so my question then how do I make it so that they do.
It seems to be working now...though 'mangled corpses' don't work.
« Last Edit: July 08, 2014, 08:38:59 pm by locustgate »
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Roses

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #94 on: July 08, 2014, 08:11:58 pm »

It appears that the list of goals to use in secrets has been expanded quite a bit. From the string dump: STAY_ALIVE, MAINTAIN_ENTITY_STATUS, START_A_FAMILY, RULE_THE_WORLD, CREATE_A_GREAT_WORK_OF_ART, CRAFT_A_MASTERWORK, BRING_PEACE_TO_THE_WORLD, BECOME_A_LEGENDARY_WARRIOR, MASTER_A_SKILL, FALL_IN_LOVE, SEE_THE_GREAT_NATURAL_SITES, IMMORTALITY. After that follows "Unrecognised Goal Token".  The last version had only IMMORTALITY.

I wonder how this will effect actual gameplay.
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Xangi

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #95 on: July 08, 2014, 08:19:58 pm »

https://www.dropbox.com/s/f1qtf0nll4a1yip/DF2014%20String%20Dump.txt
Dump of all strings in the new exe, you can use this to search for tokens.
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A spooky ghost.

Previous mod (34.11):
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http://www.bay12forums.com/smf/index.php?topic=103747.0

Putnam

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #96 on: July 08, 2014, 08:39:45 pm »

New ones I found:

[SENSE_CREATURE_CLASS:class:tile:color(foreground:background:brightness)]

That's good. Allows you to see creatures of a certain class through walls, I'd guess.

[STANCE_CLIMBER]?

Not sure if that requires an argument, not sure what it does.

[VISION_ARC:num]

Not sure if that's even a number, not sure what exactly this does. Testing is in order.

[CV_NEW_CTAG:TAG]

[CV_ADD_CTAG:TAG]

etc.

I assume these are for creature tags as opposed to caste tags.

« Last Edit: July 08, 2014, 08:52:13 pm by Putnam »
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Xangi

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #97 on: July 08, 2014, 08:40:43 pm »

New ones I found:

[SENSE_CREATURE_CLASS:class]

That's good. Allows you to see creatures of a certain class through walls, I'd guess.
You can actually see it in action with Vampires. You can sense anything with GENERAL_POISON through walls.
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A spooky ghost.

Previous mod (34.11):
<<Fear The Night!>>
http://www.bay12forums.com/smf/index.php?topic=103747.0

Putnam

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #98 on: July 08, 2014, 08:48:19 pm »

That would be with the new syndrome creature effect, CE_SENSE_CREATURE_CLASS.

Here it is in the vampire raw (from the string dump):

[CE_SENSE_CREATURE_CLASS:START:0:CLASS:GENERAL_POISON:15:4:0:1]

15 is the tile, 4:0:1 is the color. I think SENSE_CREATURE_CLASS:class:tile:color is more accurate, and I have edited the above post accordingly.
« Last Edit: July 08, 2014, 08:51:45 pm by Putnam »
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jaked122

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #99 on: July 08, 2014, 09:21:21 pm »

I'm back with information, if you want to have your dwarves be obnoxiously fast, add the tag
[APPLY_CREATURE_VARIATION:STANDARD_BIPED_GAITS:1:1:1:1:1:0]

to dwarves. This is useful to know...

WillowLuman

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #100 on: July 08, 2014, 09:26:09 pm »

Is there any way to increase their action speed as well?
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Putnam

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #101 on: July 08, 2014, 09:56:36 pm »

Replace all prepare and recover things with 1:1 (perhaps 0:0 works as well).

Teneb

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #102 on: July 08, 2014, 10:11:10 pm »

Replace all prepare and recover things with 1:1 (perhaps 0:0 works as well).
Might still not affect jobs, which I think is what he was getting at.
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Monstrous Manual: D&D in DF
Quote from: Tack
What if “slammed in the ass by dead philosophers” is actually the thing which will progress our culture to the next step?

Putnam

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #103 on: July 08, 2014, 10:34:13 pm »

[STANCE_CLIMBER] is used for spiders, cats and other things that climb up walls just by walking.
« Last Edit: July 08, 2014, 10:41:04 pm by Putnam »
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GavJ

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #104 on: July 08, 2014, 11:34:55 pm »

Yes I am also interested in job speed. Since it doesn't seem to fit into anything with attacks or stances or gaits logically, where did it go?  Or is it just weirdly part of gait?
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