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Author Topic: [MODDING] 0.43.x QUESTIONS THREAD  (Read 201281 times)

Putnam

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #210 on: December 19, 2015, 10:38:07 pm »

Creature class gives the class to the creature, syndrome class gives class to syndromes. Interactions can only add syndrome classes fyi, creature classes are static.
I mean, for instance, vampirism. Checks to see if a creature isn't already a vampire or a werebeast. But the part of the interaction that checks for it would also detect [CREATURE_CLASS:WEREBEAST]. So, why not just add a Syndrome class to the affected individual with an identical string to the desired creature class?

SYN_CLASS and CREATURE_CLASS are as unrelated to each other as they are to REACTION_CLASS. *_CLASS are all completely independent from one another, only similar in that they're called *_CLASS and can be filled in with any arbitrary string not containing [ or ].

BlackFlyme

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #211 on: December 19, 2015, 11:10:24 pm »

I need help. A lot of help. (...though I'm sure that's a given, considering the purpose of this thread.)

I've been trying to create a mod that adds three castes of psychics to humans, but my skill at modding could be described as "dabbling" at best and a few steps below "not" at worst, so lots of things aren't working the way I want them to and I have no idea how to even begin to fix them. I've read the wiki, used guides, and looked at the raws for both vanilla DF and other mods I've found, but I still feel like I hardly understand anything and have been making very little progress on my own. I don't want to bother people by making a bunch of posts - heck, it took a lot of self-encouragement just to make this one - so if anyone who can provide aid is willing to do so, please PM me!

Asking questions is what the thread is for. If your questions are too many or you are otherwise worried about posting in this thread, then you could always create a new thread for your modding.

Don't worry about lack of skill or understanding; everyone has had to learn and ask questions at one point.
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WillowLuman

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #212 on: December 19, 2015, 11:17:33 pm »

Also, how to prevent a civ from bringing wagons without making them anal about wooden products?
I've tried removing their use of wagon pullers, but there's overlap with wagon pullers in the pack animals.
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Bearskie

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #213 on: December 19, 2015, 11:40:45 pm »

^ I don't really understand. If you remove COMMON_DOMESTIC_PULL, they shouldn't bring wagons, even if they have access to wagon pullers. Wood anality is caused by ETHIC:KILL_PLANT being anything worse than MISGUIDED.

WillowLuman

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #214 on: December 20, 2015, 12:01:03 am »

That's what I'm wondering. They don't have it, and yet they're bringing wagons. They do have [USE_ANY_PET_RACE] but I don't think that has any bearing on wagons.
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thedonkified

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #215 on: December 20, 2015, 01:53:34 am »

It does lol. USE_ANY_PET_RACE lets civs use any trainable, mount, wagon puller, etc.
« Last Edit: December 20, 2015, 02:07:15 am by thedonkified »
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Bearskie

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #216 on: December 20, 2015, 04:18:59 am »

Someone should update the wiki then, because the entry on COMMON_DOMESTIC_MOUNT does seem pretty misleading. So all the entity creature tags are independent of each other then?

Max™

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #217 on: December 20, 2015, 04:20:02 am »

Uh, I think you'd have to disable the procedural secrets and use your own with a creature_class:undead or whatnot.
Code: [Select]
SECRET_CUSTOM_ANIMATE_3:Unrecognized Interaction Token: CREATURE_CLASS
SECRET_CUSTOM_ANIMATE_3:Unrecognized Interaction Token: CE_CREATURE_CLASS
SECRET_CUSTOM_ANIMATE_3:Unrecognized Interaction Token: CE_ADD_CLASS
Unsupported CE add tag: CREATURE_CLASS
Unsupported CE add tag: TEST_SENSE
Custom secrets is ok, but it seems, interactions cannot add class to creature([SYN_CLASS] is syndrome class, not creature class), or I am missing something. The only way to add creature class with interaction is convert it to another creature, which has desired class. And I am not happy with this.
That's what I meant basically, do something like the animal-men creature variation except make it an undead change, the benefits being you can define what can be animated exactly, what abilities they have, and so forth... the downside I suppose being you lose the ability to have random undead ravens and reanimating a backpack full of skin like the creepiest flock of kites ever.
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Teneb

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #218 on: December 20, 2015, 08:32:05 am »

Creature class gives the class to the creature, syndrome class gives class to syndromes. Interactions can only add syndrome classes fyi, creature classes are static.
I mean, for instance, vampirism. Checks to see if a creature isn't already a vampire or a werebeast. But the part of the interaction that checks for it would also detect [CREATURE_CLASS:WEREBEAST]. So, why not just add a Syndrome class to the affected individual with an identical string to the desired creature class?
Let me elaborate a bit: you can have interactions and syndromes that only affect (or do not affect) creatures with a specific creature class. When it comes down to syndrome classes, you can use it to stack syndromes (like alcohol) and to prevent certain interaction on working on creatures with those syndromes (you cannot, however, make an interaction that only works on creatures with a specific syndrome class). Syndrome classes also, of course, require the creature to be under the effects of the syndrome, and only stay as long as the effects themselves, while creature classes are forever.
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Ves

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #219 on: December 20, 2015, 12:16:57 pm »

Is it possible to tie a creature's interaction to a specific bodypart, without making that interaction require the same body part for a different creature with that interaction?

For example: You have a "fire breathing" interaction. Dragons can use this interaction only if an internal body part, the "fire gland," is in tact. Meanwhile, a modded creature, Fire Mephits, can breathe fire whenever they want regardless as they don't have that body part to begin with. 
 
...Is it even possible to tie interactions to specific bodyparts in the first place?

Yeah, with the CDI:BP_REQUIRED token when giving a creature an interaction it can use in its raws.
Neato, thanks

I was trying to do this giving spiders spinnerets so I could disable their webbing. It didn't work because it seems the token doesn't check what damage the part's taken, just that it's still attached. So it's useless when dealing with unseverable internal organs.
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Lightningy

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #220 on: December 20, 2015, 08:39:33 pm »

can you have multiple skills for a single reaction?
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thedonkified

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #221 on: December 20, 2015, 09:02:03 pm »

can you have multiple skills for a single reaction?
No only one skill.



Also I have a question. If I were to create two sets of castes in a creature where one set all had INTELLIGENT tokens and the other had the pet tokens, in an entity, would the intelligent caste be able to use the pet castes as pets?
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Teneb

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #222 on: December 20, 2015, 09:12:39 pm »

can you have multiple skills for a single reaction?
No only one skill.



Also I have a question. If I were to create two sets of castes in a creature where one set all had INTELLIGENT tokens and the other had the pet tokens, in an entity, would the intelligent caste be able to use the pet castes as pets?
Yes. If the pet castes are also female, they'll actually be able to give birth. You may want to tread with caution if you plan on releasing it, depending on how you do it.
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thatkid

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #223 on: December 21, 2015, 01:30:09 am »

Is it possible to tie a creature's interaction to a specific bodypart, without making that interaction require the same body part for a different creature with that interaction?

For example: You have a "fire breathing" interaction. Dragons can use this interaction only if an internal body part, the "fire gland," is in tact. Meanwhile, a modded creature, Fire Mephits, can breathe fire whenever they want regardless as they don't have that body part to begin with. 
 
...Is it even possible to tie interactions to specific bodyparts in the first place?

Yeah, with the CDI:BP_REQUIRED token when giving a creature an interaction it can use in its raws.
Neato, thanks

I was trying to do this giving spiders spinnerets so I could disable their webbing. It didn't work because it seems the token doesn't check what damage the part's taken, just that it's still attached. So it's useless when dealing with unseverable internal organs.
I was under the impression that piercing attacks could literally destroy organs? Once it's greyed out it should count as "gone" right? I'm coming back after a huge hiatus and that question was mostly just vetting a mod idea I have while I'm screwing around in vanilla to see what's changed.
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Vorox

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #224 on: December 21, 2015, 01:32:25 pm »

What's the full list of things that need to be added to a non-fortress-mode-playable race to make it playable, along with all the dwarf features? (noble positions; barony, duchy etc.; outpost liaison)
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