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Author Topic: [MODDING] 0.43.x QUESTIONS THREAD  (Read 205031 times)

Putnam

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #585 on: March 13, 2016, 05:01:48 am »

Hey mod wizard putnam... didn't you say somewhere it was possible to attach syndromes to specific worn objects? ...does this make a Majora's mask mod more feasible? wink wink hint hint nudge nude ... if you don't do it I'll have to learn how to mod it myself. Side note, caaan I drop force sufficient enough to be similar to a moon on people? possibly with df-hack.

i wrote itemsyndrome, the dfhack script that item-trigger is based on

item-trigger is the only way to attach syndromes to items

i made a zelda mod a while back, I think I even had majora's mask?? actually I don't think I did, but I sure as hell planned on it

moonforce is several orders of magnitude bigger than the size of a 64-bit integer i'm afraid, so no

Herobrine Exodus

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #586 on: March 13, 2016, 12:40:01 pm »

On 40.24 (yeah, a bit outdated, I know), I modded in a plant that doesn't seem to work, despite all the changes being color, name, and value-related from Plump Helmets. Here's the raw:

Code: [Select]
[PLANT:EASY_PLANT]
[NAME:easy root][NAME_PLURAL:easy roots][ADJ:easy root]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[MATERIAL_VALUE:6]
[MATERIAL_REACTION_PRODUCT:DRINK_MAT:LOCAL_PLANT_MAT:DRINK]
[EDIBLE_VERMIN]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[USE_MATERIAL_TEMPLATE:MUSHROOM:MUSHROOM_TEMPLATE]
[EDIBLE_VERMIN]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[PICKED_TILE:57][PICKED_COLOR:3:0:0]
[GROWDUR:15][VALUE:6]
[USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:frozen easy beer]
[STATE_NAME_ADJ:LIQUID:easy beer]
[STATE_NAME_ADJ:GAS:boiling easy beer]
[MATERIAL_VALUE:6]
[DISPLAY_COLOR:3:0:0]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[PREFIX:NONE]
[DRINK:LOCAL_PLANT_MAT:DRINK]
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
[MATERIAL_VALUE:3]
[EDIBLE_VERMIN]
[EDIBLE_COOKED]
[SEED:easy root seeds:easy root seeds:7:0:1:LOCAL_PLANT_MAT:SEED]
[SPRING][SUMMER][AUTUMN][WINTER]
[FREQUENCY:100]
[CLUSTERSIZE:5]
[PREFSTRING:easy growth]
[WET][DRY]
[BIOME:SUBTERRANEAN_WATER]
[UNDERGROUND_DEPTH:1:3]
[SHRUB_TILE:171]
[DEAD_SHRUB_TILE:171]
[SHRUB_COLOR:3:0:0]
[DEAD_SHRUB_COLOR:1:0:0]
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BlackFlyme

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #587 on: March 13, 2016, 01:12:36 pm »

Can you explain how it isn't working as intended? It would help a bit to know.

Obligatory did you check out the error log?

Is the file the plant is in structured correctly? Proper headers, file name?
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ZM5

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #588 on: March 14, 2016, 06:52:15 pm »

Okay, 3 questions:
One - if I want to create, for example, a "lightning" material for a lightning-breath attack, should I add a paralysis syndrome in the material definition itself, or create a separate tissue and define it there?

Two - what should I set the temperatures for 1.the lightning material so it causes immediate burns while remaining a "gas", so that it doesn't linger around 2.a frost-breath material so that it causes frostbite?

Three - going from the previous two - would it also be possible to create an "acid" material that causes burns but unlike the lightning is a liquid and lingers? If so, what values should I change so that it remains in that state at said temperature, instead of becoming a gas?

myxlplykx

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #589 on: March 14, 2016, 08:22:11 pm »

I've been working on updating dfterm 2 now for myself and some friends.Its program for Df multiplayer through telenet. http://www.bay12forums.com/smf/index.php?topic=50643.0 sadly im unfamiliar with memory readers and it requires me to find the size_address and screendata_address of dwarf fortress as this guide asks, http://www.bay12forums.com/smf/index.php?topic=50643.msg3021953#msg3021953 despite my efforts for the last two weeks i cant seem to get any foothold in figuring it out. so any help would be greatly appreciated.
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Bogus

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #590 on: March 15, 2016, 09:39:45 am »

Quote
One - if I want to create, for example, a "lightning" material for a lightning-breath attack, should I add a paralysis syndrome in the material definition itself, or create a separate tissue and define it there?

Two - what should I set the temperatures for 1.the lightning material so it causes immediate burns while remaining a "gas", so that it doesn't linger around 2.a frost-breath material so that it causes frostbite?

Three - going from the previous two - would it also be possible to create an "acid" material that causes burns but unlike the lightning is a liquid and lingers? If so, what values should I change so that it remains in that state at said temperature, instead of becoming a gas?

1) you generally define sydromes on materials. for the examples you provided you need to have a syndrome that works on contact, see the syndromes page in the wiki

2 and 3) you need to set the materials' melting/boiling points such that they are in that state at normal temperature levels. you can use extreme values here because the materials arent used in any other way. so use a boiling point of like 9000 for things are meant to be gases, and a low melting point + high boiling point for things that are meant to be liquids.

unsure about gases, they do tend to linger for a while afaik. dont know at which point gases become so hot that they burn stuff but if you want to be sure use something like 15000 fixed temp. no syndrome needed.
regarding frost bite, not sure if thats possible, but you could conceivably make a syndrome that has frost-like effects (slowing down, blisters, etc) or some kind of material interaction snydrome.

acid is fairly simple, just have a liquid mat with a contact syndrome.

« Last Edit: March 15, 2016, 09:41:55 am by Bogus »
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ZM5

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #591 on: March 15, 2016, 01:10:20 pm »

Quote
One - if I want to create, for example, a "lightning" material for a lightning-breath attack, should I add a paralysis syndrome in the material definition itself, or create a separate tissue and define it there?

Two - what should I set the temperatures for 1.the lightning material so it causes immediate burns while remaining a "gas", so that it doesn't linger around 2.a frost-breath material so that it causes frostbite?

Three - going from the previous two - would it also be possible to create an "acid" material that causes burns but unlike the lightning is a liquid and lingers? If so, what values should I change so that it remains in that state at said temperature, instead of becoming a gas?

1) you generally define sydromes on materials. for the examples you provided you need to have a syndrome that works on contact, see the syndromes page in the wiki

2 and 3) you need to set the materials' melting/boiling points such that they are in that state at normal temperature levels. you can use extreme values here because the materials arent used in any other way. so use a boiling point of like 9000 for things are meant to be gases, and a low melting point + high boiling point for things that are meant to be liquids.

unsure about gases, they do tend to linger for a while afaik. dont know at which point gases become so hot that they burn stuff but if you want to be sure use something like 15000 fixed temp. no syndrome needed.
regarding frost bite, not sure if thats possible, but you could conceivably make a syndrome that has frost-like effects (slowing down, blisters, etc) or some kind of material interaction snydrome.

acid is fairly simple, just have a liquid mat with a contact syndrome.

Ok, that works, thanks. Syndromes take a while to fire off (or don't at all) even with PROB set to 100 and SEV set to some ridiculously high number, though, but I'm guessing that's a side effect of the gas flow.

Deon

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #592 on: March 15, 2016, 05:21:56 pm »

What if you give the syndrome "ABRUPT_START"?
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ZM5

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #593 on: March 15, 2016, 05:46:30 pm »

Is that a legitimate token? I haven't seen it on the wiki.

Teneb

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #594 on: March 15, 2016, 05:59:49 pm »

Is that a legitimate token? I haven't seen it on the wiki.
It is. There is also ABRUPT_END.
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BlackFlyme

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #595 on: March 15, 2016, 06:07:13 pm »

It's newer, though I don't see it on the syndrome wiki page. Which is weird, as other new tags are there, such as SYN_NO_HOSPITAL and SYN_CONCENTRATION_ADDED.
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Teneb

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #596 on: March 15, 2016, 06:20:56 pm »

It's newer, though I don't see it on the syndrome wiki page. Which is weird, as other new tags are there, such as SYN_NO_HOSPITAL and SYN_CONCENTRATION_ADDED.
It's in the file changes .txt that Toady includes in the main DF folder. I guess someone needs to update the wiki.
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Salmeuk

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #597 on: March 16, 2016, 09:50:59 pm »

So I'm interested in getting my sentient crabs to regularly molt, and then use the resulting crabshell in a smelting recipe. I've searched a bit and it seems there are two ways to go about it: give the crabs a new layer of shear-able carapace or  the [LAYS_UNUSUAL_EGGS] tag and then have some nestboxes lying about. Do these concepts apply to intelligent creatures, and might there be a more authentic way to simulate regular molting? I would be happy if they were paralyzed for about a day, then pooped out a chunk of shell.
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Button

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #598 on: March 16, 2016, 10:21:42 pm »

The paralysis is easy: just make a self-targeting interaction with a longish cooldown, which applies a short-lived paralysis syndrome.

To create an item, you'll want to make a material emission - see the dwarf or magma crab raws for examples, and modify them to be self-targeting. You may have to play around with the properties of the material in question to keep it from harming the critter, as the material emission is usually launched at high velocity at a different target, and I'm not sure how it would react when the target is the source...

Or if you don't mind DFHackery, there's a plugin that can automatically detect when a syndrome is applied and spawn an object or creature into the game at the location of the affected creature. Dirst(?)'s mod The Earth Strikes Back is a good place to look for inspiration on how to use that.
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Salmeuk

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #599 on: March 16, 2016, 11:09:27 pm »

The paralysis is easy: just make a self-targeting interaction with a longish cooldown, which applies a short-lived paralysis syndrome.

To create an item, you'll want to make a material emission - see the dwarf or magma crab raws for examples, and modify them to be self-targeting. You may have to play around with the properties of the material in question to keep it from harming the critter, as the material emission is usually launched at high velocity at a different target, and I'm not sure how it would react when the target is the source...

Or if you don't mind DFHackery, there's a plugin that can automatically detect when a syndrome is applied and spawn an object or creature into the game at the location of the affected creature. Dirst(?)'s mod The Earth Strikes Back is a good place to look for inspiration on how to use that.

Thanks for the tips, and for your continued Modest Mod custodianship :p MM is one of my must-downloads after every new update.
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