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Author Topic: [MODDING] 0.43.x QUESTIONS THREAD  (Read 201359 times)

Andreus

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #285 on: December 29, 2015, 07:41:05 pm »

How about making a species immune to being werebeasts?
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scamtank

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #286 on: December 29, 2015, 07:46:25 pm »

You set immunities in the syndrome itself, so the best you could do is not give them the GENERAL_POISON creature class - but that makes them exempt from everything else nasty and syndrome-y like curses, vampirism, venom, zombification, evil region diseases and such.

e: well shit, that's egg on my face vvv
« Last Edit: December 29, 2015, 08:28:44 pm by scamtank »
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BlackFlyme

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #287 on: December 29, 2015, 07:48:09 pm »

Code: [Select]
[IT_REQUIRES:CAN_LEARN]
[IT_REQUIRES:HAS_BLOOD]
[IT_FORBIDDEN:NOT_LIVING]
[IT_FORBIDDEN:SUPERNATURAL]
[IT_CANNOT_HAVE_SYNDROME_CLASS:WERECURSE]
[IT_CANNOT_HAVE_SYNDROME_CLASS:VAMPCURSE]
[IT_CANNOT_HAVE_SYNDROME_CLASS:DISTURBANCE_CURSE]

For the randomly created beasties, either make the species unintelligent, make them not have blood, make them [SUPERNATURAL], or find a way to give them the syndrome class WERECURSE, VAMPCURSE, or DISTURBANCE_CURSE without actually making them werebeasts, vampires, or mummies.
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Andreus

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #288 on: December 29, 2015, 09:30:26 pm »

Wait, so how do I use this information on something that's not randomly generated? Just give them the supernatural tag?
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thatkid

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #289 on: December 29, 2015, 09:38:04 pm »

Wait, so how do I use this information on something that's not randomly generated? Just give them the supernatural tag?
That would work, yeah. It might prevent them from becoming, like, vampires and stuff too though.
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Hyperion

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #290 on: December 29, 2015, 11:14:04 pm »

I'm trying to make an adventure mode interaction which accomplishes the same as the dfhack max adv skills. I don't have admin rights for cheat engine, so here is what I came up with


Code: [Select]
interaction_trans


[OBJECT:INTERACTION]


[INTERACTION:TRANS_IMPROVE]


[I_EFFECT:ADD_SYNDROME]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_MANUAL_INPUT:creature]
[IE_IMMEDIATE]
[IE_ARENA_NAME:transdimensional improvement]
[SYNDROME]
[SYN_CLASS:IMPROVED]
[SYN_NAME:transdimensional improvement]
[CE_PHYS_ATT_CHANGE:STRENGTH:1000:5000]
                ...
  [CE_SKILL_ROLL_ADJUST:PERC:10000:PERC_ON:100:START:0]


~~~~
and in the creature file



[CAN_DO_INTERACTION:TRANS_IMPROVE]
[CDI:ADV_NAME:Transdimensional Improvement]
[CDI:VERB:feel improved:becomes godlike:NA]
[CDI:TARGET:A:SELF_ONLY]
[CDI:WAIT_PERIOD:5]
[CDI:FREE_ACTION]
I'm not the best with interactions and im not sure how to make it work
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BlackFlyme

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #291 on: December 29, 2015, 11:22:23 pm »

If I'm reading that right, your interaction multiplies your strength by 10x, then adds another 5,000 points to the character's strength.

It also makes the creature's effective skill 10,000%  higher 100% of the time.

The creature also doesn't have much instructions on how to use the interaction. The AI will be attempting to use the interaction on itself every five ticks, even though the effects will only apply once.
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Andreus

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #292 on: December 30, 2015, 03:53:16 am »

I've added the following to all positions in my entity:

Code: [Select]
[ALLOWED_CREATURE:WOLVENFOLK:MALE]
[ALLOWED_CREATURE:WOLVENFOLK:FEMALE]

But I'm still getting non-wolvenfolk creatures taking those positions.
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Rumrusher

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #293 on: December 30, 2015, 06:46:28 am »

so there's one thing that made me notice about the whole curse stopping infection on supernatural is that it doesn't stop a god from cursing you.
I wonder if it's possible to say build a temple at the front gate and build a wall of statues in hopes of what ever building destroyer comes knocking and get hit by a random god curse.
dragon turning into a werewolf might make it easier to capture.
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peasant cretin

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #294 on: December 30, 2015, 06:59:22 am »

I'm running 42_04. Before starting Adv mode I gave dwarves [NATURAL_SKILL:SWIMMING:2] and noticed swimming wasn't listed as a skill. My dwarf crossed a stream and apparently acquired dabbling swimming.

Looking over the new raws, other creatures have [NATURAL_SKILL:xx:yy], so I tried giving dwarves the minotaur's [NATURAL_SKILL:AXE:8]. Genned a new world and checked that dwarf. No axe skill.

Unsure what has changed or if that's just one of the new bugs? Currently no modded in NATURAL_SKILL is registering.
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scamtank

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #295 on: December 30, 2015, 09:02:32 am »

The base raws and a save's raws are distinct and separate. Did you modify the right ones?
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peasant cretin

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #296 on: December 30, 2015, 09:29:48 am »

Thanks for the reply. Yes, I always mod the base raws, then re-gen a new world off those raws.

I had re-tested this by downloading a new copy of 40_24 and added [NATURAL_SKILL:SWIMMING:1] to the creature_standard.txt for dwarves, then re-genned a small world. The new adv mode dwarf did not have novice swimming for some reason.

It's all very odd.
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scamtank

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #297 on: December 30, 2015, 09:48:20 am »

Well, uh

Code: [Select]
...
[CANOPENDOORS]
        [NATURAL_SKILL:SWIMMING:14]
[PREFSTRING:beards]
...



I can't help but assume that it must be something really simple and embarrassing that you're missing
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peasant cretin

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #298 on: December 30, 2015, 10:01:25 am »

It works in the arena, but not for Adventure Mode. Have no idea why this is.

And yes, I'm sure I am missing something really simple and embarrassing. But, I can't for the life of me figure out what.
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Dark Archon

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #299 on: December 30, 2015, 11:26:44 am »

Okay, I am trying to add good old cobalt into metals and failing. The things I do:
1) Add up cobalt as metal in inorganic_metal;
2) Make cobaltite ore of cobalt;
3) Add up reaction "make cobaltite from cobalt";
4) And adding this custom reaction to entity_default.
What do I do wrong? Any obvious mistakes?
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