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Author Topic: [MODDING] 0.43.x QUESTIONS THREAD  (Read 204929 times)

scamtank

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #495 on: February 06, 2016, 02:03:08 pm »

It's good you posted to double-check. ENVIRONMENT_SPEC is only used when the target environment is a specific mineral with a name and everything. Otherwise it's ENVIRONMENT.

And you might get more mileage out of the normal, big CLUSTERs rather than the tiny CLUSTER_SMALLs. Every gem in the book is competing for those slots. On the other hand, you can count the minerals that occur in big blotches with your fingers.
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Starmantis

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #496 on: February 06, 2016, 03:32:45 pm »

How does the syntax for personality changing interactions work? does it change the personality by percentage or does it change it to a fixed amount? Im trying to make an interaction for dark sorcerers to slowly corrupt followers into twisted psychopaths or slaves with no will.
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Putnam

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #497 on: February 06, 2016, 04:10:29 pm »

It changes it linearly by the number put in. FACET:ANGER_PROPENSITY:50 will increase ANGER_PROPENSITY by 50 (e.g from -20 to 30)

Starmantis

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #498 on: February 06, 2016, 04:36:02 pm »

Oh cool, do negative numbers work?
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Teneb

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #499 on: February 06, 2016, 04:42:56 pm »

Oh cool, do negative numbers work?
Yeah. It goes from -100 to 100.
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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?

Urlance Woolsbane

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #500 on: February 07, 2016, 10:47:43 pm »

@BlackFlyme
@Teneb
Thanks!


Does anyone know how often Vampires drink blood?
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Just Some Guy

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #501 on: February 08, 2016, 04:40:12 am »

Does NO_DEFAULT_JOB work for weapons?

BlackFlyme

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #502 on: February 08, 2016, 06:38:21 am »

I do not know. Test it and see?

Usually to make an item available through reactions only, you don't permit the item itself, but permit the reaction to make it.
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Teneb

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #503 on: February 08, 2016, 07:59:26 am »

I do not know. Test it and see?

Usually to make an item available through reactions only, you don't permit the item itself, but permit the reaction to make it.
There is a new token that lets civ members have the item while also restricting its construction to a custom reaction. [NO_DEFAULT_JOB]
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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?

Just Some Guy

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #504 on: February 08, 2016, 08:00:22 am »

Looks like it doesn't. Here's the error log:

scamtank

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #505 on: February 08, 2016, 08:13:31 am »

Makes sense. Tool tokens are tool tokens and weapon tokens are weapon tokens. There's only incidental overlap.
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Teneb

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #506 on: February 09, 2016, 03:42:25 pm »

Does anyone know how megabeasts with oceans as their biomes behave? I imagine any lair other than WILDERNESS_LOCATION might cause some odd results, but do they attack as normal? I guess this following question can be applied to any megabeasts: is there any max range to their attacks (from their lair), or will they cross the entire world to attack a player-controlled fort?

Looks like it doesn't. Here's the error log:
-snip-
Looks like it only works on tools. Which is a shame.
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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?

Urlance Woolsbane

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #507 on: February 09, 2016, 05:54:15 pm »

Does anyone know how megabeasts with oceans as their biomes behave? I imagine any lair other than WILDERNESS_LOCATION might cause some odd results, but do they attack as normal? I guess this following question can be applied to any megabeasts: is there any max range to their attacks (from their lair), or will they cross the entire world to attack a player-controlled fort?
I know that someone got attacked by a werebeast, whose lair was on the other side of world.
« Last Edit: February 10, 2016, 04:43:13 pm by Urlance Woolsbane »
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Bearskie

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #508 on: February 10, 2016, 04:43:53 am »

[SPECIFIC_FOOD] --- I can't seem to get this tag to work for actual food items. Based off my testing, am I right in saying that this only works for grazing and vermin hunting?

Urlance Woolsbane

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #509 on: February 11, 2016, 11:46:19 pm »

So, just for the heck of it, I tried to make a regional interaction, which resurrects anyone, anywhere. Alas, it doesn't work. What (if anything) am I doing wrong?

Code: [Select]
[INTERACTION:MIRACLE]
[I_SOURCE:REGION]
[IS_REGION:ANY]
[IS_FREQUENCY:100]
[I_TARGET:A:CORPSE]
[IT_LOCATION:CONTEXT_REGION]
[I_EFFECT:RESURRECT]
[IE_TARGET:A]
[SYNDROME]
[CE_REMOVE_TAG:HAS_BLOOD:START:0]
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"Hey papa, your dandruff is melting my skin. Is that normal?"
"SKREEEONK!!!"
"Yes, daddy."
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