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Author Topic: [MODDING] 0.43.x QUESTIONS THREAD  (Read 203943 times)

pikachu17

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #870 on: April 26, 2016, 09:54:24 am »

There is no such thing as a custom job.
it appears that you can use random social skills for reactions, but you can only prevent random people from doing it, by using a workshop profile.
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Enemy post

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #871 on: April 26, 2016, 07:31:59 pm »

I'm converting a 34.11 mod to the new version. Do I need to put [ATTACK_PREPARE_AND_RECOVER:X:Y] tags on every attack in the game, or does it default to three and I only need to do the ones that are slower or faster?
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Ryga_

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #872 on: April 26, 2016, 09:02:58 pm »

How do contact syndromes attached to clothing/armor material raws affect dwarves wearing the items? For example, if I create an article of clothing of of a material with an attached contact syndrome, does it need to be on the UNDER layer to count as being in contact, or does the game assume every worn item is in contact with the creature's skin?

This is for positive or interaction granting syndromes, so I'm not worried about any temporary effects given while hauling the items.

Also, is there any way to create an item from a reaction that will rot without using DFHack?r

Thanks!
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Enemy post

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #873 on: April 26, 2016, 09:08:42 pm »

I think you need DFhack for item syndromes, right? Otherwise, we'd be sending the elves even more lead goblets.
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Putnam

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #874 on: April 26, 2016, 11:23:00 pm »

How do contact syndromes attached to clothing/armor material raws affect dwarves wearing the items?

they don't

Also, is there any way to create an item from a reaction that will rot without using DFHack?r

no

pikachu17

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #875 on: April 27, 2016, 09:43:19 am »

How do contact syndromes attached to clothing/armor material raws affect dwarves wearing the items?
Contact Syndromes only affect things if the material is liquid.Unless I'm wrong. if I'm wrong, quickly correct me
« Last Edit: April 27, 2016, 10:33:55 am by pikachu17 »
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Putnam

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #876 on: April 27, 2016, 10:09:46 am »

How do contact syndromes attached to clothing/armor material raws affect dwarves wearing the items?
Contact Syndromes only affect things if the material is liquid or gaseous.Unless I'm wrong. if I'm wrong, quickly correct me

doesn't work for gasses, only spatters (powders and liquids that "cover" a part)

TheFlame52

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #877 on: April 27, 2016, 02:06:29 pm »

I'm not sure how to use CE_CHANGE_PERSONALITY in a syndrome. The wiki says the proper use is FACET:trait:amount, but what's the difference between trait and facet?

Putnam

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #878 on: April 27, 2016, 02:41:50 pm »

it's literally the string FACET when it says FACET

Teneb

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #879 on: April 27, 2016, 02:59:47 pm »

it's literally the string FACET when it says FACET
To provide an example: FACET:BRAVERY:10
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TheFlame52

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #880 on: April 27, 2016, 03:07:49 pm »

Ah, thanks. I'm making secrets for every sphere and a lot of them adjust personalities.

Bozdogan

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #881 on: April 28, 2016, 03:32:18 am »

I would like to create 3 items:pillows,quilts and matresses for making beds, each of these items will take 1 cloth and all of them will be counted as finished goods.
Thank you.
Oh and heres the reaction i made.
Spoiler (click to show/hide)
« Last Edit: April 28, 2016, 07:25:20 am by Bozdogan »
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BlackFlyme

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #882 on: April 28, 2016, 04:47:36 pm »

There is a building token, but no building key.

ANY_CLOTH is not a valid item token, nor is it a valid modifier. There is also no item subtoken. You want CLOTH:NONE

There's a problem in your reaction's product line. It should be TOOL:ITEM_TOOL_PILLOW, rather than just PILLOW. As is, it is missing the item subtoken, and using a token that does not exist.

You also have a misplaced colon near the end. It should be cloth:NONE, but reads clothNONE:

This may work better:
Code: [Select]
[REACTION:MAKE_PILLOW]
   [NAME:make pillow]
   [BUILDING:CLOTHES:NONE]
   [REAGENT:cloth:10000:CLOTH:NONE:NONE:NONE]
   [PRODUCT:100:1:TOOL:ITEM_TOOL_PILLOW:GET_MATERIAL_FROM_REAGENT:cloth:NONE]
   [SKILL:CLOTHESMAKING]
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Bozdogan

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #883 on: April 29, 2016, 03:42:46 am »

Thanks alot. Also can you see whats wrong with this reaction? It makes a wood bed out of a wood and 3 clothes
Quote
[REACTION:MAKE_WOOD_BED]
        [NAME:make wood bed]
        [BUILDING:CARPENTER:NONE]
        [REAGENT:A:wood:1:WOOD:NONE:NONE:NONE]
        [REAGENT:B:30000:CLOTH:NONE:NONE:NONE]
        [PRODUCT:100:1:BED:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
        [SKILL:CARPENTRY]
I get missing reaction definition error when i try to load the save
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Sver

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #884 on: April 29, 2016, 09:05:55 am »

Can I define multiple different syndroms for one material? I mean, for instance, a poison which has different effect on dwarves and elves.
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