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Author Topic: [MODDING] 0.43.x QUESTIONS THREAD  (Read 202000 times)

BlackFlyme

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1005 on: May 14, 2016, 01:04:23 pm »

They do, same as titans, forgotten beasts, and other random creatures. I do not know the base ID though.

You can disable most random creatures using the Advanced World Generator, which will still allow custom made ones to exist.
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D_E

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1006 on: May 14, 2016, 02:31:55 pm »

They do, same as titans, forgotten beasts, and other random creatures. I do not know the base ID though.

You can disable most random creatures using the Advanced World Generator, which will still allow custom made ones to exist.

Frustratingly, this is not true for bogeymen.  In order for custom ones to spawn, you have to allow random ones.

Does anyone know what the base ID is for bogeymen?  I've googled around a bit and it isn't popping up.
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Rumrusher

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1007 on: May 14, 2016, 05:23:15 pm »

Do random bogeymen have a creature ID or other means to identify them for interactions?  I want to give custom bogeymen an interaction that turns random ones into more custom ones.

...Is there a better way to make all bogeymen be custom ones than this?
uhh they have supernatural so it's possible to target only supernatural beings.
base creature ID for bogeymen are NightCreature_XX XX being a number, the thing is bogeymen share the nightCreature subclass with Night trolls so you might end up with 1-40 different night trolls while 41-100 could be different bogeymen. also I don't think Tags don't accept NightCreatureBogeymen token as a required token for interaction use. good news you could just turn that custom bogeyman race into a Civ that could pop up in Dwarf forts.
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Eric Blank

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1008 on: May 15, 2016, 12:33:29 am »

Here's a couple excerpts from the raws meph extracted and posted:

Spoiler: Night creature 254 (click to show/hide)

Spoiler: Night Creature 255 (click to show/hide)

So the list of creature tokens bogeymen possess which you can target with IT_REQUIRES would be:
Spoiler (click to show/hide)

If it possesses all of these tokens simultaneously, it is probably a bogeyman anyway. You probably won't be meeting much else that has all these tokens at the same time as your custom bogeymen, hence they probably wouldn't be using your interaction on anything but procedurally-generated bogeymen. So have your interaction target a creature that has all of those tokens simultaneously. Bogeymen don't seem to have NOT_LIVING, NOTHOUGHT, NOEMOTION, BLOODSUCKER, MISCHEIV(I)OUS or OPPOSED_TO_LIFE, so you can exclude any creature that has those from the check. You can then exclude all of your custom bogeymen/creatures by adding a list of IT_IMMUNE_CREATURE:YOUR_CREATURE tokens (or one IT_IMMUNE_CLASS that you add to all your creatures). Assuming even that they would qualify.
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Bozdogan

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1009 on: May 15, 2016, 10:28:02 am »

Im trying to add javelins to adv mode
Can you see anything wrong?
Spoiler (click to show/hide)
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scamtank

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1010 on: May 15, 2016, 10:46:37 am »

Whoa, that reaction is all kinds of fucked. I don't know where to start fixing it aside from writing a new one.

Code: [Select]
[REACTION:MAKE_BONE_JAVELINS]
     [NAME:make bone javelins]
     [REAGENT:bone:1:NONE:NONE:NONE:NONE]
[USE_BODY_COMPONENT]
[ANY_BONE_MATERIAL]
     [PRODUCT:100:1:WEAPON:ITEM_WEAPON_JAVELIN:GET_MATERIAL_FROM_REAGENT:bone:NONE]
     [SKILL:BONECARVE]
     [CATEGORY:ADV_BONE_CARVING]
     [ADVENTURE_MODE_ENABLED]

I'd also bet that THROW isn't a valid skill for weapon usage. Throwing stuff uses and trains it already, better make it SPEAR or something.

And those definitions better already be in their own separate files.
« Last Edit: May 15, 2016, 10:50:09 am by scamtank »
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Bozdogan

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1011 on: May 15, 2016, 11:02:46 am »

Thanks, it worked, though only on newly created worlds.
Is there a way to make it doable in saved games?
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scamtank

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1012 on: May 15, 2016, 11:12:03 am »

You can't add new reactions into an existing save without memory hacking, no.
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Dirst

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1013 on: May 15, 2016, 12:28:14 pm »

You can't add new reactions into an existing save without memory hacking, no.
You can however CHANGE a reaction in the save file.  Just don't do it while the game is running!
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Bozdogan

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1014 on: May 15, 2016, 02:57:25 pm »

You can't add new reactions into an existing save without memory hacking, no.
You can however CHANGE a reaction in the save file.  Just don't do it while the game is running!
Well time to change carve bone earring to javelin then
Thanks for the info
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Meph

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1015 on: May 15, 2016, 08:19:24 pm »

I tried to make a reaction to copy a weapon and give the copy a different material:
Code: [Select]
[REACTION:COPY_ITEM]
[NAME:Copy weapon]
[BUILDING:TANNER:CUSTOM_I]
[REAGENT:A:150:BAR:NONE:INORGANIC:GOLD]
[REAGENT:B:1:WEAPON:NONE:NONE:NONE]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:1:GET_ITEM_DATA_FROM_REAGENT:B:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]

Doesnt work. The wiki states that GET_ITEM_DATA_FROM_REAGENT replaces both item_id and material_id... does anyone know a workaround?

I pretty much just want to teach dwarves to reverse-engineer items looted from invaders.

At the moment the best I could come up with is this. Making one reaction per material.
Code: [Select]
[REACTION:COPY_ITEM_GOLD]
[NAME:Copy a golden weapon]
[BUILDING:TANNER:CUSTOM_I]
[REAGENT:A:150:BAR:NONE:INORGANIC:GOLD]
[REAGENT:B:1:WEAPON:NONE:INORGANIC:GOLD]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:1:GET_ITEM_DATA_FROM_REAGENT:B:NONE]
« Last Edit: May 15, 2016, 08:29:41 pm by Meph »
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Putnam

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1016 on: May 15, 2016, 08:54:43 pm »

Couldn't the details menu in reactions work fine?
« Last Edit: May 15, 2016, 08:56:15 pm by Putnam »
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Meph

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1017 on: May 15, 2016, 09:29:41 pm »

Couldn't the details menu in reactions work fine?
Guess so...
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Droggarth

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1018 on: May 16, 2016, 09:24:44 pm »

How would one go about in reaction spawning a wood log(s) as I'm interested in building a new building from one of the mushroom trees: Tower-cap.
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BlackFlyme

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1019 on: May 16, 2016, 10:16:09 pm »

You mean a reaction that takes nothing but still produces items?

If so, just don't include a REAGENT line. Just having a PRODUCT line will still produce the desired item.
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