Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 138 139 [140] 141 142 ... 247

Author Topic: [MODDING] 0.40.x QUESTIONS THREAD  (Read 335630 times)

Propman

  • Bay Watcher
  • Eh.
    • View Profile
Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2085 on: February 01, 2015, 05:20:28 am »

Create an interaction that only the selected caste has, and have them use it on themselves.

Use IT_AFFECTED_CREATURE:CREATURE:CASTE to make sure that they only use it on themselves.

Give the interaction [CE:COUNTER_TRIGGER:CAVE_ADAPT:min number:max number:REQUIRED]

Quick question; does the creature in question actually need cave adaption enabled in order for the reaction to work? I've been given this vague error in the log:

Code: [Select]
   a1
     a2
CAVE_INTOL
     a1
     a2
CAVE_INTOL
     a1
     a2
CAVE_INTOL
     a1
     a2
CAVE_INTOL
     a1
     a2
CAVE_INTOL
     a1
     a2
CAVE_INTOL

Interaction in question:

Code: [Select]
[INTERACTION:CAVE_INTOL]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_CANNOT_TARGET_IF_ALREADY_AFFECTED]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[SYN_NAME:cave intolerance]
[CE_DIZZINESS:SEV:2:RESISTABLE:PROB:100:START:0]
[CE:COUNTER_TRIGGER:CAVE_ADAPT:33600:67200:REQUIRED]
[CE_DIZZINESS:SEV:3:RESISTABLE:PROB:100:START:0]
[CE:COUNTER_TRIGGER:CAVE_ADAPT:67200:100800:REQUIRED]
[CE_DIZZINESS:SEV:4:RESISTABLE:PROB:100:START:0]
[CE:COUNTER_TRIGGER:CAVE_ADAPT:100800:134400:REQUIRED]
[CE_DIZZINESS:SEV:5:RESISTABLE:PROB:100:START:0]
[CE:COUNTER_TRIGGER:CAVE_ADAPT:134400:168000:REQUIRED]
[CE_DIZZINESS:SEV:5:RESISTABLE:PROB:100:START:0]
[CE:COUNTER_TRIGGER:CAVE_ADAPT:168000:201600:REQUIRED]
[CE_DIZZINESS:SEV:6:RESISTABLE:PROB:100:START:0]
[CE:COUNTER_TRIGGER:CAVE_ADAPT:201600:235200:REQUIRED]
[CE_DIZZINESS:SEV:7:RESISTABLE:PROB:100:START:0]
[CE:COUNTER_TRIGGER:CAVE_ADAPT:235200:268800:REQUIRED]
[CE_DIZZINESS:SEV:8:RESISTABLE:PROB:100:START:0]
[CE:COUNTER_TRIGGER:CAVE_ADAPT:268800:302400:REQUIRED]
[CE_DIZZINESS:SEV:9:RESISTABLE:PROB:100:START:0]
[CE:COUNTER_TRIGGER:CAVE_ADAPT:302400:336000:REQUIRED]
[CE_DIZZINESS:SEV:10:RESISTABLE:PROB:100:START:0]
[CE:COUNTER_TRIGGER:CAVE_ADAPT:336000:369600:REQUIRED]
[CE_DIZZINESS:SEV:100:RESISTABLE:PROB:100:START:0]
[CE:COUNTER_TRIGGER:CAVE_ADAPT:369600:403200:REQUIRED]
[CE_DIZZINESS:SEV:100:RESISTABLE:PROB:100:START:0]
[CE:COUNTER_TRIGGER:CAVE_ADAPT:403200:NONE:REQUIRED]
[CE_DIZZINESS:SEV:100:RESISTABLE:PROB:100:START:0]
[CE:COUNTER_TRIGGER:CAVE_ADAPT:403200:436800:REQUIRED]
[CE_DIZZINESS:SEV:100:RESISTABLE:PROB:100:START:0]
[CE:COUNTER_TRIGGER:CAVE_ADAPT:436800:470400:REQUIRED]
[CE_DIZZINESS:SEV:100:RESISTABLE:PROB:100:START:0]
[CE:COUNTER_TRIGGER:CAVE_ADAPT:470400:504000:REQUIRED]
[CE_DIZZINESS:SEV:100:RESISTABLE:PROB:100:START:0]
[CE:COUNTER_TRIGGER:CAVE_ADAPT:504000:537600:REQUIRED]
[CE_DIZZINESS:SEV:100:RESISTABLE:PROB:100:START:0]
[CE:COUNTER_TRIGGER:CAVE_ADAPT:537600:571200:REQUIRED]
[CE_DIZZINESS:SEV:100:RESISTABLE:PROB:100:START:0]
[CE:COUNTER_TRIGGER:CAVE_ADAPT:571200:604800:REQUIRED]
[CE_DIZZINESS:SEV:100:RESISTABLE:PROB:100:START:0]
[CE:COUNTER_TRIGGER:CAVE_ADAPT:604800:NONE:REQUIRED]
Logged
Quote from: from Pathos on April 07, 2010, 08:29:05 pm »
( It was inevitable, really. )

EuropeanDorf

  • Bay Watcher
  • alchemy too stronk pls nerf
    • View Profile
Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2086 on: February 01, 2015, 05:31:57 am »

So I want to make my new creation breathe something, like dragons with dragonfire.

It's not kinda supposed to be material, as it's more of energy (fire IS energy, as well... right?) so I don't think it'd be in any of the 3 default states.

Any ideas as how to? I tried searching for the dragonfire in files, but no results.
Logged

Knight Otu

  • Bay Watcher
  • ☺4[
    • View Profile
Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2087 on: February 01, 2015, 08:41:57 am »

The energy flows are hardcoded, unfortunately. There's only DRAGONFIRE, FIREJET, and FIREBALL. You should probably try to approximate the effect you want with a touch-syndrome material.
Logged
Direforged Original
Random Raw Scripts - Randomly generated Beasts , Vermin, Hags, Vampires, and Civilizations
Castle Otu

EuropeanDorf

  • Bay Watcher
  • alchemy too stronk pls nerf
    • View Profile
Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2088 on: February 01, 2015, 02:11:49 pm »

So I've been trying to make stuff change upon contact with specific material. There's problem, though:

1. I can't spawn it on arena, since it's material. The best I could is make something breathe that with material emission.

2. Upon contact, while the appropiate power is added (by contact syndrome)... the material is still there. It should be one-use.

Is there anyway to use the material/item and learn a power that would allow to change?
Logged

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2089 on: February 01, 2015, 05:40:28 pm »

A question: How do I specifically target leaves or fruits in a reaction?
Logged
::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

scamtank

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2090 on: February 01, 2015, 05:47:17 pm »

Pretty sure it's along the lines of [PLANT_GROWTH:NONE:PLANT_MAT:APPLE:FLOWERS]. Can't think of any instance where the item token had a subtype.
Logged

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2091 on: February 01, 2015, 05:57:50 pm »

No way to target any leaf material or any fruit?

Best I can come up with is adding a REACTION_CLASS to
[MATERIAL_TEMPLATE:FRUIT_TEMPLATE] and [MATERIAL_TEMPLATE:LEAF_TEMPLATE], then target NONE:NONE:NONE:NONE with that reaction class... but I try doing it without altering vanilla DF files.
Logged
::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

scamtank

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2092 on: February 01, 2015, 06:09:33 pm »

Yeah, that behavior is done with MATERIAL_REACTION_PRODUCT tags. The brewing reaction asks for a generic PLANT_GROWTH that has a DRINK_MAT hook.
Logged

WillowLuman

  • Bay Watcher
  • They/Them Life is weird
    • View Profile
Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2093 on: February 02, 2015, 02:28:18 am »

Can you cure a syndrome with no end duration by giving the patient another syndrome that adds one of the [IT_CANNOT_HAVE] tags of the first syndrome?
Logged
Dwarf Souls: Prepare to Mine
Keep Me Safe - A Girl and Her Computer (Illustrated Game)
Darkest Garden - Illustrated game. - What mysteries lie in the abandoned dark?

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2094 on: February 02, 2015, 02:36:37 am »

Nope

Boltgun

  • Bay Watcher
  • [UTTERANCES]
    • View Profile
Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2095 on: February 02, 2015, 02:57:54 am »

Some creatures live and swim in magma. Is it possible to convince fire immune citizen that they can path through shallow magma like they do with water?
Logged

Nero1024

  • Bay Watcher
  • Terrible majestry
    • View Profile
    • DeviantArt
Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2096 on: February 02, 2015, 07:33:37 am »

Some creatures live and swim in magma. Is it possible to convince fire immune citizen that they can path through shallow magma like they do with water?

I doub't it's possible; Even then it probably wouldn't be a good idea since the stuff your fireimmune creatures are going to be carrying/wearing is most likely not magmaproof.
Logged

Boltgun

  • Bay Watcher
  • [UTTERANCES]
    • View Profile
Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2097 on: February 02, 2015, 08:23:51 am »

Some creatures live and swim in magma. Is it possible to convince fire immune citizen that they can path through shallow magma like they do with water?

I doub't it's possible; Even then it probably wouldn't be a good idea since the stuff your fireimmune creatures are going to be carrying/wearing is most likely not magmaproof.

Hauled stuff burn, but worn or held does not. I supposed that they take on the temperature of their wearer.
Logged

scamtank

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2098 on: February 02, 2015, 09:15:44 am »

Remind me, people: what's the fitting tolerance for clothes? If a 60kg dwarf makes a breastplate, how light/heavy can you get before it doesn't fit anymore?
Logged

Max™

  • Bay Watcher
  • [CULL:SQUARE]
    • View Profile
Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2099 on: February 02, 2015, 11:30:51 am »

Some creatures live and swim in magma. Is it possible to convince fire immune citizen that they can path through shallow magma like they do with water?

I doub't it's possible; Even then it probably wouldn't be a good idea since the stuff your fireimmune creatures are going to be carrying/wearing is most likely not magmaproof.

Hauled stuff burn, but worn or held does not. I supposed that they take on the temperature of their wearer.
I added fireimmune_super and dragonfire to my little steel angel chicks, had a companion with me and was running around laughing as I barfed fiery death everywhere (no wonder dragons do this, it's fun as hell!) the only thing she got stuck by was the whole flying creatures stuck in trees bug. She'd happily play with me in the middle of dragonfire without worries.

I did notice that at one point she had socks on along with her armor (no other clothes, they're pretty random about when they wear clothes properly) and a pouch with stuff in it, said stuff lasted the first several runs through fire, but later we took on a hydra and as I was a wrestler it took a while so I just said screw it and melted it with firespam. Later I noticed that she no longer had her cloth items with her, so I assume they burned.

I've had cloaks catch on fire and tossed them away from me, and I've had an adventurer with a masterwork copper spear--which he grabbed from a goblin and kept with him after getting some scars--strapped to his upper body that turned a corner into a cave to see a dragon yawning at him. I jumped out and tried to jump away to maybe find water and see if that would help before I ended up dying. I checked legends to confirm where the lair was and saw that he was listed as being killed by that copper spear, not the dragon! It melted and he bled out.

Oh, and I did not know there were fitting tolerances beyond very small/small/large/huge gear and the respective races.
Logged
Pages: 1 ... 138 139 [140] 141 142 ... 247