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Author Topic: [MODDING] 0.40.x QUESTIONS THREAD  (Read 335741 times)

Rumrusher

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #810 on: August 19, 2014, 05:01:00 pm »

-snip-
Custom bogeymen. Nice. I take non-civ custom bogeymen work fine as well and spawn alongside random-genned bogeymen when you go out alone?
you can slap that raw tag on cats and it will work. though I haven't tested it further than that one result.
the one weird thing about bogeymen is that they have can speak and can learn in their tags but never get the chance to use it.
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BlackFlyme

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #811 on: August 19, 2014, 05:12:04 pm »

hello, i am having quite the headache with one of my modded creatures. i made it a playable race, like its predecessor, the creature it self and its entity file seem to be in order to me, however unlike its predecessor, when i try to go the the creatures thoughts and preferences my game crashes. i can not find the reason for is so may i ask what commonly causes the game to crash when trying to look at said screen so i know where to look in my creature/ my creature's entity file.

It may help to post the creature. Do they have a description tag? Do they have working tissue layer modifiers? Anything in your errorlog?
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lost viking

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #812 on: August 19, 2014, 05:22:44 pm »

edit: nevermind, i found the problem through the errorlog, thanks for alerting me that the errorlog exists... wish i knew about it before.
« Last Edit: August 19, 2014, 05:25:56 pm by lost viking »
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BlackFlyme

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #813 on: August 19, 2014, 05:26:30 pm »

The errorlog is located in the main Dwarf Fortress folder, which is the same folder that Dwarf Fortress.exe is located.
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Urist Da Vinci

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #814 on: August 19, 2014, 10:05:40 pm »

My reaction doesn't do what I am attempting to do:

Code: [Select]
[REACTION:MAKE_ANYTHING]
[NAME:make anything]
[ADVENTURE_MODE_ENABLED]
[REAGENT:material_template:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:item_template:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT]
[PRODUCT:100:1:GET_ITEM_DATA_FROM_REAGENT:item_template:GET_MATERIAL_FROM_REAGENT:material_template:NONE]

It appears that the game may be less flexible than I thought in token interpretation. The goal was to be able to take 2 items, and make a new item A with the material from item B.

Putnam

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #815 on: August 19, 2014, 10:13:58 pm »

GET_ITEM_DATA_FROM_REAGENT:item_template:NONE

samanato

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #816 on: August 19, 2014, 11:45:25 pm »

Is there a way to make a material directly trigger an interaction? I'm trying to do this:

Code: [Select]
[INTERACTION:FAIRY_VAMP_PURGE]

[I_SOURCE:INGESTION]
[IS_HIST_STRING_1:, maddened by bloodthirst, foolishly consumed the faerie essence of ]
[IS_HIST_STRING_2: and was obliterated from this realm]

[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_REQUIRES:BLOODSUCKER]
[IT_REQUIRES:NO_AGING]

[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYN_NAME:Purge]
[CE_REMOVE_TAG:NOEXERT:NOPAIN:NOBREATHE:NOSTUN:NONAUSEA:NO_DIZZINESS:NO_FEVERS:PARALYZEIMMUNE:START:0]
[CE_PAIN:SEV:30:PROB:100:VASCULAR_ONLY:START:100:PEAK:200:END:250]
[CE_VOMIT_BLOOD:SEV:50:PROB:100:START:100:PEAK:200:END:250]
[CE_BODY_TRANSFORMATION:START:250]
[CE:CREATURE:INSTADEATH:GENERIC] -- instantly vaporises the vampire

...which is supposed to be an instant death for vampires for "drinking" the "blood" of fairy-creatures.  Elves count also as fairy-creatures, which complicates this quite a bit.  I could put the syndrome directly on the material itself, but it needs to target only vampires, and without that it would cause rains of blood to randomly vaporise people.

EDIT: ...and it apparently crashes my game, before I even put the interaction in! No idea why that happens.
« Last Edit: August 20, 2014, 12:56:22 am by samanato »
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Urist Da Vinci

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #817 on: August 19, 2014, 11:50:22 pm »

GET_ITEM_DATA_FROM_REAGENT:item_template:NONE

That simply duplicates the "item template" item without giving it the material of the "material template" item.

Quote
** Starting New Arena **
You make a gold battle axe.
You make a troll fur cloak.

I am trying to see if it will let me make completely freeform items like a "gold cloak" or "troll fur battle axe" by using chosen properties of the reagents.

WordsandChaos

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #818 on: August 20, 2014, 12:19:08 pm »

Does anyone know if you can create faction specific text? Say if you want a Dwarf to have different dialogue from an Elf. Dwarfes typical greeting might be, "Hello!" whereas an elf might say, "Greetings!"

Is that possible yet?

Grim Portent

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #819 on: August 20, 2014, 12:23:19 pm »

I'm coming back to modding for the first time in a while and I need some help with an interaction.

Code: [Select]
[CAN_DO_INTERACTION:CORPSEMEND]
[I_TARGET:A:CORPSE]
[IT_LOCATION:CONTEXT_ITEM]
[IT_AFFECTED_CLASS:GENERAL_POISON]
[IT_REQUIRES:FIT_FOR_RESURRECTION]
[IT_MANUAL_INPUT:corpses]
[I_EFFECT:RESURRECT]
[IE_TARGET:A]
[IE_IMMEDIATE]
[I_EFFECT:ADD_SYNDROME]
[SYNDROME:STITCH]
[CE_BODY_TRANSFORMATION:SEV:100:PROB:100:START:1:END:2]
[CE:CREATURE:RAVEN:MALE]
[CDI:VERB:stitch:stitches:NA]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:15]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:100]

I'm trying to make a simple mod based around a human civ which uses alchemy to make undead (via temporary syndromes for things like animating the dead and permanent syndromes to make humans into powerful things with most of the attributes of things like husks and vampires) and I want the interaction above to be able to repair civ members that were turned into undead and then killed.

I know that this needs it to resurrect them to keep them controllable and then make them shapeshift temporarily to heal them, but I've never been good with the interactions and decided to get some feedback on whether this will work or not. It's mostly copied and pasted from various sources of code so I'm certain that at least part of it isn't functional, if not all of it.

EDIT: Another question, I'm trying to make a reaction produce a drink made from a plant without the plant being involved but I can't figure out quite where in the product line to specify the plant it should be based on.

Code: [Select]
[PRODUCT:100:1:DRINK:NONE:NONE:plant:DRINK_MAT]
Normally GET_MATERIAL_FROM_REAGENT would be in the place of the second NONE, but when I tried putting the plants ID there the game crashed on world gen. Tried it in a few other places but still couldn't make it work.
« Last Edit: August 20, 2014, 02:23:49 pm by Grim Portent »
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ArKFallen

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #820 on: August 20, 2014, 02:49:48 pm »

Is there a way to make a material directly trigger an interaction? I'm trying to do this:

Code: [Select]
[INTERACTION:FAIRY_VAMP_PURGE]

[I_SOURCE:INGESTION]
[IS_HIST_STRING_1:, maddened by bloodthirst, foolishly consumed the faerie essence of ]
[IS_HIST_STRING_2: and was obliterated from this realm]

[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_REQUIRES:BLOODSUCKER]
[IT_REQUIRES:NO_AGING]

[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYN_NAME:Purge]
[CE_REMOVE_TAG:NOEXERT:NOPAIN:NOBREATHE:NOSTUN:NONAUSEA:NO_DIZZINESS:NO_FEVERS:PARALYZEIMMUNE:START:0]
[CE_PAIN:SEV:30:PROB:100:VASCULAR_ONLY:START:100:PEAK:200:END:250]
[CE_VOMIT_BLOOD:SEV:50:PROB:100:START:100:PEAK:200:END:250]
[CE_BODY_TRANSFORMATION:START:250]
[CE:CREATURE:INSTADEATH:GENERIC] -- instantly vaporises the vampire

...which is supposed to be an instant death for vampires for "drinking" the "blood" of fairy-creatures.  Elves count also as fairy-creatures, which complicates this quite a bit.  I could put the syndrome directly on the material itself, but it needs to target only vampires, and without that it would cause rains of blood to randomly vaporise people.

EDIT: ...and it apparently crashes my game, before I even put the interaction in! No idea why that happens.
Blood has temporary SYN_INGESTED syndrome that allows the interaction to be used on self(SELF_ONLY), because of creature target parameters only NO_AGING BLOODSUCKERS will be able to actually use it on themselves. Make sure interaction is FREE_ACTION with no usage hint so will always use it when able.

For more practical usage see interaction example interaction_secret and any venomous creature's venom.
[Crashing due to lack of  SYNDROME tag above effects]
« Last Edit: August 20, 2014, 02:51:51 pm by ArKFallen »
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HaterSkater

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #821 on: August 20, 2014, 03:43:22 pm »

Is there some well-developed vanilla fort (although i post it here, fort made in 0.34 is fine too) that i can download to test my tileset? dffd doesn't have something like "exemplary forts" category, so it's difficult to find it there, since i don't know exact names
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Dirst

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #822 on: August 20, 2014, 05:12:32 pm »

I have a style question.  The mod I'm working on (which will eventually see the light of day, really it will) adds a bunch of similar workshops.  Twenty-four of them to be exact, such as Tribute to Granite and Tribute to Marble and Tribute to Shale and so on.  I'd like to give them shortcut keys, but out-of-the-way options like CTRL-SHIFT don't work.

Would it be easier for a player if I commandeered ALT-a through ALT-x of the Workshop menu, or just left them without shortcuts?  This mod is going to require DFHack, and that seems to want some of the ALT bindings.

Of course, if someone knows a magical way of making a submenu within Buildings or Workshops, that would solve the problem beautifully.
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(0.42 & 0.43) The Earth Strikes Back! v2.15 - Pay attention...  It's a mine!  It's-a not yours!
(0.42 & 0.43) Appearance Tweaks v1.03 - Tease those hippies about their pointy ears.
(0.42 & 0.43) Accessibility Utility v1.04 - Console tools to navigate the map

Putnam

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #823 on: August 20, 2014, 07:21:52 pm »

Does anyone know if you can create faction specific text? Say if you want a Dwarf to have different dialogue from an Elf. Dwarfes typical greeting might be, "Hello!" whereas an elf might say, "Greetings!"

Is that possible yet?

No, conditions aren't really a thing at all even in the speech files.

WordsandChaos

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #824 on: August 21, 2014, 01:32:40 am »

Does anyone know if you can create faction specific text? Say if you want a Dwarf to have different dialogue from an Elf. Dwarfes typical greeting might be, "Hello!" whereas an elf might say, "Greetings!"

Is that possible yet?

No, conditions aren't really a thing at all even in the speech files.

Ah, that's unfortunate. Hopefully in the future. Cheers.
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