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Author Topic: [MODDING] 0.43.x QUESTIONS THREAD  (Read 201475 times)

Dirst

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #375 on: January 11, 2016, 12:28:27 pm »

Hmmm... how can this be weaponized?

At least it seems impossible for DF to trigger that behavior by accident.

Quote
No reason has been given as to why the bug occurs

dunno

also that seems, uh, immoral
It was in jest... very little point in freezing the player's PC unless you've detected that he/she is about to savescum anyway.
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Just got back, updating:
(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

Robsoie

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #376 on: January 11, 2016, 01:19:26 pm »

I was looking on the wiki about  MAX_TRUNK_HEIGHT , and saw
Quote
The maximum z-level height of a mature tree's trunk, starting from about two z-levels above ground and going up.

So this mean that even with the lowest setting , 1 , you will still be forced to have trunks that are going at least 3 z levels above the surface ?
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scamtank

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #377 on: January 11, 2016, 02:36:01 pm »

At minimum settings and no mushroom caps, a tree's trunk will be made up from at least two solid 0-tiles on top of each other. That much I could glean from spawning a lot of trees in arena mode.
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Robsoie

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #378 on: January 11, 2016, 03:07:13 pm »

Thanks for the confirmation, too bad you can't limit it the way you want.
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Valikdu

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #379 on: January 11, 2016, 07:05:35 pm »

The caravans bring a lot of 5-stacks of... something, these items don't have names; every stack has a value of 10.

Their placement on the list of trade items suggests that they're tree growths / fruit. What am I doing wrong with the trees? This is a sample of a tree with growths:

Spoiler (click to show/hide)

And the template "tree" that has the materials for a group of trees (wood and growths):
Spoiler (click to show/hide)

Jerry The Hellbound

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #380 on: January 12, 2016, 08:29:27 am »

I seem to be having this problem with my mod. Also how do I upload files?
*** Error(s) finalizing the creature BIRD_SOLARI
undefined local creature material set to default: BIRD_SOLARI INORGANIC
undefined local creature material set to default: BIRD_SOLARI INORGANIC
undefined local creature material set to default: BIRD_SOLARI GOLD
undefined local creature material set to default: BIRD_SOLARI INORGANIC
undefined local creature material set to default: BIRD_SOLARI INORGANIC
that i cant figure out, gold does exist, along with all those inorganics?
help please. thanks.
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Jerry.
This is also for my Custom Race: Solari! (Currently outdated)
http://www.bay12forums.com/smf/index.php?topic=155455.0
Also made that awesome avatar. took me hours with Gimp: (also the two light & dark sprites are from Stardew Valley)
http://i.imgur.com/8x7aX7T.png

tahu16

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #381 on: January 12, 2016, 12:56:46 pm »

Hello!
I am inexperienced in modding, but I want make some modifications:
I want to change the amount of experience the dwarfs gain while fighting.
Please, can somebody show me how to do it?
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BlackFlyme

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #382 on: January 12, 2016, 02:23:10 pm »

You will have to adjust the individual skill rates of each military skill using the tag SKILL_LEARN_RATE. Here they all are already. The number at the end is the percentage of the rate they learn at, and an argument of 100 means that they will learn at the normal rate. 110 Means that they will learn 10% faster, while 90 means they learn 10% slower.

Spoiler (click to show/hide)
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tahu16

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #383 on: January 13, 2016, 01:21:45 pm »

Thank you very much BlackFlyme! This is exactly what I needed!
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Atomic Chicken

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #384 on: January 13, 2016, 04:55:15 pm »

I need help with a simple syndrome I've prepared for use with a script I've got in mind. It's meant to cause blindness, but my arena tests have shown that the affected creatures actually retain full sight. Any ideas for how this could be fixed?

Code: [Select]
[INTERACTION:BLINDNESS_TEST]
  [I_TARGET:A:CREATURE]
  [IT_LOCATION:CONTEXT_CREATURE]
  [I_EFFECT:ADD_SYNDROME]
  [IE_ARENA_NAME:Blindness]
  [IE_TARGET:A]
  [IE_IMMEDIATE]

[SYNDROME]
[SYN_NAME:blindness]
[CE_IMPAIR_FUNCTION:SEV:9001:BP:BY_TYPE:SIGHT:ALL:START:0:ABRUPT_START]

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As mentioned in the previous turn, the most exciting field of battle this year will be in the Arstotzkan capitol, with plenty of close-quarter fighting and siege warfare.  Arstotzka, accordingly, spent their design phase developing a high-altitude tactical bomber. 

Button

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #385 on: January 13, 2016, 06:17:55 pm »

I need help with a simple syndrome I've prepared for use with a script I've got in mind. It's meant to cause blindness, but my arena tests have shown that the affected creatures actually retain full sight. Any ideas for how this could be fixed?

(snip)

I think SIGHT isn't a valid BY_TYPE. Try BY_CATEGORY:EYE, assuming you've not added anything that sees through a non-eye.
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I used to work on Modest Mod and Plant Fixes.

Always assume I'm not seriously back

Jerry The Hellbound

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #386 on: January 13, 2016, 06:35:57 pm »

Ive been working on a syndrome for my mod thatd paralyze the legs and arms.
however i cant seem to get it right...
Code: [Select]
[SYNDROME]
[SYN_INHALED]
[SYN_INJECTED]
[SYN_CONTACT]
[SYN_INGESTED]
[SYN_IMMUNE_CREATURE:BIRD_SOLARI:ALL]
  [CE_UNCONSCIOUSNESS:START:1000:SEV:2000]
  [CE_DIZZINESS:START:0:SEV:800]
  [CE_NAUSEA:START:0::SEV:100]
  [CE_PARALYSIS:START:1500:SEV:10000:BP:BY_TYPE:GRASP:ALL]
                          [CE_PARALYSIS:START:1500:SEV:10000:BP:BY_TYPE:STANCE:ALL]
   [CE_PAIN:START:0:SEV:5500:BP:BY_TOKEN:TISSUE:ALL]
  [CE_NUMBNESS:START:1250::SEV:95000:BP:BY_TOKEN:TISSUE:ALL]
  [CE_COUGH_BLOOD:START:0:SEV:2000]
What in the world am i doing wrong?
« Last Edit: January 13, 2016, 06:43:50 pm by Jerry The Hellbound »
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Jerry.
This is also for my Custom Race: Solari! (Currently outdated)
http://www.bay12forums.com/smf/index.php?topic=155455.0
Also made that awesome avatar. took me hours with Gimp: (also the two light & dark sprites are from Stardew Valley)
http://i.imgur.com/8x7aX7T.png

BlackFlyme

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #387 on: January 13, 2016, 06:48:38 pm »

There are a few errors.

You are supposed to end the string with the START and END tags, according to the wiki. In your raws, they are placed at the beginning.

BY_TOKEN is for bodypart tokens, which are the unique IDs assigned to body parts in the body_default file. For example, a right hand's token ID is usually RH, while the left hand's IF is LH.

You cannot specify a target for paralysis. It is all or nothing.

Numbness and Nausea have two colons side by side in their arguments.
« Last Edit: January 13, 2016, 06:50:34 pm by BlackFlyme »
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Jerry The Hellbound

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #388 on: January 13, 2016, 07:22:35 pm »

There are a few errors.

You end the string with the START and END tags.

BY_TOKEN is for bodypart tokens, which are the unique IDs assigned to body parts in the body_default file. For example, a right hand's token ID is usually RH, while the left hand's IF is LH.

You cannot specify a target for paralysis. It is all or nothing.

Numbness and Nausea have two colons side by side in their arguments.
Main reason there is no END tag is because i want it to go forever. not to have it end, and this works with my transformation healing tear syndrome that i gave my race. so that may be invalid. Then is there a number that cripples them but makes sure they dont stop breathing?
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Jerry.
This is also for my Custom Race: Solari! (Currently outdated)
http://www.bay12forums.com/smf/index.php?topic=155455.0
Also made that awesome avatar. took me hours with Gimp: (also the two light & dark sprites are from Stardew Valley)
http://i.imgur.com/8x7aX7T.png

BlackFlyme

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #389 on: January 13, 2016, 07:30:31 pm »

I don't know of any specific number for paralyzing a creature without having them suffocate. It may depend on the individual creature's size, again, according to the wiki. So smaller creatures can't survive paralysis as well as larger creatures.

You could try having the syndrome cause unconsciousness, or change their speed to slow them so much that they cannot move from their spot.
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