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Author Topic: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION  (Read 188722 times)

CohentheBarbarian

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Re: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION
« Reply #1515 on: October 08, 2019, 04:40:49 am »

Hi guys, I'd like to make a tree where the wood has the same properties as silver, or a normal tree that has actual silver leaves (an homage to a d&d campaign I was in).

Any help editing the RAWs for this one?
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TomiTapio

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Re: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION
« Reply #1516 on: October 08, 2019, 05:46:33 am »

Hi guys, I'd like to make a tree where the wood has the same properties as silver, or a normal tree that has actual silver leaves (an homage to a d&d campaign I was in).
Easy changes, make the trunk use silver metal material.
or maybe make a new wood material with a new name (silverwood?), and all numbers copied from silver metal.
You might want to make a reaction to convert the collected "silver fruits" to silver bars. Just leaves made of metal can't be used for crafts.  (fruits are easier to harvest than leaves)

Spoiler (click to show/hide)
« Last Edit: October 08, 2019, 05:50:09 am by TomiTapio »
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
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DerMeister

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Re: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION
« Reply #1517 on: October 08, 2019, 06:56:13 am »

I want code for elven drug "inebriation". Normal using gave elves euphoria and inability to concetration, overdose based on real serotonin syndrome: seizures, hallucinations, severe nausea, diarrhea, vomiting, and fevers, can cause death like vanilla alcohol. What of this can be coded?
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brolol.404

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Re: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION
« Reply #1518 on: October 08, 2019, 07:37:28 am »

I want code for elven drug "inebriation". Normal using gave elves euphoria and inability to concetration, overdose based on real serotonin syndrome: seizures, hallucinations, severe nausea, diarrhea, vomiting, and fevers, can cause death like vanilla alcohol. What of this can be coded?

All of that can be coded (except for diarrhea):

http://dwarffortresswiki.org/index.php/DF2014:Syndrome#The_anatomy_of_a_syndrome

Code: [Select]
[OBJECT:INORGANIC]

[INORGANIC:dw_WHISKEY_FIREBRAND]
[USE_MATERIAL_TEMPLATE:dw_WHISKEY_TEMPLATE]
[STATE_COLOR:ALL_SOLID:ORANGE]
[STATE_NAME:ALL_SOLID:frozen firebrand whiskey]
[STATE_ADJ:ALL_SOLID:frozen firebrand whiskey]
[STATE_COLOR:LIQUID:ORANGE]
[STATE_NAME:LIQUID:firebrand whiskey]
[STATE_ADJ:LIQUID:firebrand whiskey]
[STATE_COLOR:GAS:ORANGE]
[STATE_NAME:GAS:boiling firebrand whiskey]
[STATE_ADJ:GAS:boiling firebrand whiskey]
[DISPLAY_COLOR:6:0:1]
        [EDIBLE_RAW]
[SYNDROME]
[SYN_NAME:firebrand whiskey syndrome]
[SYN_IDENTIFIER:INEBRIATION]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_INGESTED]
[SYN_INJECTED]
[SYN_NO_HOSPITAL]
[SYN_CONCENTRATION_ADDED:100:1000]
[CE_NAUSEA:SEV:35:PROB:100:SIZE_DILUTES:START:120:PEAK:480:END:1200:DWF_STRETCH:4]
[CE_DIZZINESS:SEV:50:PROB:100:SIZE_DILUTES:START:20:PEAK:240:END:600:DWF_STRETCH:4] for ataxia
[CE_UNCONSCIOUSNESS:SEV:25:PROB:100:SIZE_DILUTES:START:120:PEAK:480:END:1200:DWF_STRETCH:4]
[CE_CHANGE_PERSONALITY:FACET:BASHFUL:-50:FACET:PRIVACY:-50:FACET:BRAVERY:25:FACET:CONFIDENCE:25:FACET:POLITENESS:-25:FACET:THOUGHTLESSNESS:25:PROB:100:SIZE_DILUTES:START:10:PEAK:120:END:480:DWF_STRETCH:4]
[CE_FEEL_EMOTION:EMOTION:EUPHORIA:SEV:75:PROB:100:SIZE_DILUTES:START:10:PEAK:120:END:480:DWF_STRETCH:4]
[CE_ERRATIC_BEHAVIOR:SEV:50:PROB:100:SIZE_DILUTES:START:10:PEAK:120:END:480:DWF_STRETCH:4]
[CE_IMPAIR_FUNCTION:SEV:20:BP:BY_TYPE:BREATHE:ALL:PROB:100:SIZE_DILUTES:START:120:PEAK:480:END:1200:DWF_STRETCH:4]
== FIREBRAND ==
[CE_FEEL_EMOTION:EMOTION:EXHILARATION:SEV:200:PROB:100:SIZE_DILUTES:START:10:PEAK:120:END:480:DWF_STRETCH:4]
[CE_FEEL_EMOTION:EMOTION:ANXIETY:SEV:120:PROB:100:SIZE_DILUTES:START:500:PEAK:800:END:1000:DWF_STRETCH:4]
[CE_FEEL_EMOTION:EMOTION:FEAR:SEV:75:PROB:90:SIZE_DILUTES:START:800:PEAK:1000:END:1200:DWF_STRETCH:4]
[CE_CAN_DO_INTERACTION:START:10:END:1000]
[CDI:ADV_NAME:belch of the firebrand]
[CDI:INTERACTION:MATERIAL_EMISSION]
[CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_CATEGORY:MOUTH]
[CDI:FLOW:DRAGONFIRE]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:15]
[CDI:VERB:belch up vapors of the firebrand whiskey that ignites and bursts from your mouth:belches up vapors of the firebrand whiskey, which sets the air itself aflame:NA]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:200]

EDIT: death is caused by paralysis to the lungs and seizures and hallucinations are erratic behavior

brolol.404

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Re: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION
« Reply #1519 on: October 08, 2019, 07:48:07 am »

I am looking for some opinions on how you would construct a crawfish man.

Code: [Select]
[NOBONES][EXTRAVISION]
[BODY:HUMANOID_NECK:2EYES:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:5FINGERS:5TOES:MOUTH:FACIAL_FEATURES:SHELL:TAIL]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[REMOVE_MATERIAL:SKIN]
[REMOVE_MATERIAL:LEATHER]
[REMOVE_MATERIAL:PARCHMENT]
[REMOVE_MATERIAL:HAIR]
[BODY_DETAIL_PLAN:CHITIN_MATERIALS]
[BODY_DETAIL_PLAN:CHITIN_TISSUES]
[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:CHITIN:FAT:MUSCLE]

Another option:

Code: [Select]
[NOBONES][EXTRAVISION]
[BODY:HUMANOID_6ARMS:2EYES:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:SPINE:BRAIN:MOUTH:SHELL:TAIL:UPPER_PINCERS]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[REMOVE_MATERIAL:SKIN]
[REMOVE_MATERIAL:LEATHER]
[REMOVE_MATERIAL:PARCHMENT]
[REMOVE_MATERIAL:HAIR]
[BODY_DETAIL_PLAN:CHITIN_MATERIALS]
[BODY_DETAIL_PLAN:CHITIN_TISSUES]
[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:CHITIN:FAT:MUSCLE]

Should it have multiple arms or just two? Should it have fingers and toes? Should it have a neck? Should it have pincers? If so, should it also have hands and fingers on a different set of arms?
Second oprion is better. But why not 6 legs?

So six legs and pincers? Does anyone know if a creature hold qnd use weapons/objects without hands/fingers and only pincers?

ZM5

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Re: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION
« Reply #1520 on: October 08, 2019, 08:58:12 am »

Creatures can hold objects with anything that has the [GRASP] token. Even if you dont give them fingers they'll still hold stuff.

DerMeister

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Re: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION
« Reply #1521 on: October 08, 2019, 10:46:37 am »

I want code for elven drug "inebriation". Normal using gave elves euphoria and inability to concetration, overdose based on real serotonin syndrome: seizures, hallucinations, severe nausea, diarrhea, vomiting, and fevers, can cause death like vanilla alcohol. What of this can be coded?

All of that can be coded (except for diarrhea):

http://dwarffortresswiki.org/index.php/DF2014:Syndrome#The_anatomy_of_a_syndrome

Code: [Select]
[OBJECT:INORGANIC]

[INORGANIC:dw_WHISKEY_FIREBRAND]
[USE_MATERIAL_TEMPLATE:dw_WHISKEY_TEMPLATE]
[STATE_COLOR:ALL_SOLID:ORANGE]
[STATE_NAME:ALL_SOLID:frozen firebrand whiskey]
[STATE_ADJ:ALL_SOLID:frozen firebrand whiskey]
[STATE_COLOR:LIQUID:ORANGE]
[STATE_NAME:LIQUID:firebrand whiskey]
[STATE_ADJ:LIQUID:firebrand whiskey]
[STATE_COLOR:GAS:ORANGE]
[STATE_NAME:GAS:boiling firebrand whiskey]
[STATE_ADJ:GAS:boiling firebrand whiskey]
[DISPLAY_COLOR:6:0:1]
        [EDIBLE_RAW]
[SYNDROME]
[SYN_NAME:firebrand whiskey syndrome]
[SYN_IDENTIFIER:INEBRIATION]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_INGESTED]
[SYN_INJECTED]
[SYN_NO_HOSPITAL]
[SYN_CONCENTRATION_ADDED:100:1000]
[CE_NAUSEA:SEV:35:PROB:100:SIZE_DILUTES:START:120:PEAK:480:END:1200:DWF_STRETCH:4]
[CE_DIZZINESS:SEV:50:PROB:100:SIZE_DILUTES:START:20:PEAK:240:END:600:DWF_STRETCH:4] for ataxia
[CE_UNCONSCIOUSNESS:SEV:25:PROB:100:SIZE_DILUTES:START:120:PEAK:480:END:1200:DWF_STRETCH:4]
[CE_CHANGE_PERSONALITY:FACET:BASHFUL:-50:FACET:PRIVACY:-50:FACET:BRAVERY:25:FACET:CONFIDENCE:25:FACET:POLITENESS:-25:FACET:THOUGHTLESSNESS:25:PROB:100:SIZE_DILUTES:START:10:PEAK:120:END:480:DWF_STRETCH:4]
[CE_FEEL_EMOTION:EMOTION:EUPHORIA:SEV:75:PROB:100:SIZE_DILUTES:START:10:PEAK:120:END:480:DWF_STRETCH:4]
[CE_ERRATIC_BEHAVIOR:SEV:50:PROB:100:SIZE_DILUTES:START:10:PEAK:120:END:480:DWF_STRETCH:4]
[CE_IMPAIR_FUNCTION:SEV:20:BP:BY_TYPE:BREATHE:ALL:PROB:100:SIZE_DILUTES:START:120:PEAK:480:END:1200:DWF_STRETCH:4]
== FIREBRAND ==
[CE_FEEL_EMOTION:EMOTION:EXHILARATION:SEV:200:PROB:100:SIZE_DILUTES:START:10:PEAK:120:END:480:DWF_STRETCH:4]
[CE_FEEL_EMOTION:EMOTION:ANXIETY:SEV:120:PROB:100:SIZE_DILUTES:START:500:PEAK:800:END:1000:DWF_STRETCH:4]
[CE_FEEL_EMOTION:EMOTION:FEAR:SEV:75:PROB:90:SIZE_DILUTES:START:800:PEAK:1000:END:1200:DWF_STRETCH:4]
[CE_CAN_DO_INTERACTION:START:10:END:1000]
[CDI:ADV_NAME:belch of the firebrand]
[CDI:INTERACTION:MATERIAL_EMISSION]
[CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_CATEGORY:MOUTH]
[CDI:FLOW:DRAGONFIRE]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:15]
[CDI:VERB:belch up vapors of the firebrand whiskey that ignites and bursts from your mouth:belches up vapors of the firebrand whiskey, which sets the air itself aflame:NA]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:200]

EDIT: death is caused by paralysis to the lungs and seizures and hallucinations are erratic behavior
How work effect by dose of drug?
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brolol.404

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Re: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION
« Reply #1522 on: October 08, 2019, 10:53:04 am »

Creatures can hold objects with anything that has the [GRASP] token. Even if you dont give them fingers they'll still hold stuff.

Thanks.

Would this attack work with UPPER_PINCERS?

Code: [Select]
[BODY:HUMANOID:2EYES:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:SPINE:BRAIN:MOUTH:SHELL:TAIL:UPPER_PINCERS]
Code: [Select]
[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:pinch:pinches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_CANLATCH]

ZM5

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Re: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION
« Reply #1523 on: October 08, 2019, 01:53:27 pm »

The default one is UPPERBODY_PINCERS, but since it has the GRASP tokens on the pincers it should work.

brolol.404

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Re: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION
« Reply #1524 on: October 08, 2019, 03:59:26 pm »

The default one is UPPERBODY_PINCERS, but since it has the GRASP tokens on the pincers it should work.

Thanks. I'll test it out

brolol.404

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Re: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION
« Reply #1525 on: October 08, 2019, 04:18:43 pm »

How do you add creatures to the list of possible werecreatures? Can vermin become werecreatures?

CohentheBarbarian

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Re: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION
« Reply #1526 on: October 08, 2019, 04:32:25 pm »

Hi guys, I'd like to make a tree where the wood has the same properties as silver, or a normal tree that has actual silver leaves (an homage to a d&d campaign I was in).
Easy changes, make the trunk use silver metal material.
or maybe make a new wood material with a new name (silverwood?), and all numbers copied from silver metal.
You might want to make a reaction to convert the collected "silver fruits" to silver bars. Just leaves made of metal can't be used for crafts.  (fruits are easier to harvest than leaves)

Spoiler (click to show/hide)

Thanks!!
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Eric Blank

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Re: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION
« Reply #1527 on: October 09, 2019, 02:45:23 am »

How do you add creatures to the list of possible werecreatures? Can vermin become werecreatures?

There isnt any list actually. you need to make an interaction with a deity source that makes people turn into a critter. But, there's nothing special about the critter just because a deity interaction curses people to become it. So yes, you can turn people into mice or toads, but the world doesnt care. what makes a werecreature act funny is the night_creature_hunter tag, which cant be added by an add_tag syndrome, so it has to be added to the creature directly. You probably dont want every toad in the world to decide to go around eating people, so you want a custom creature. Vermin behave weird, so while you can probably do it, I would suggest removing all vermin tags from a were-toad and just making it a really tiny regular creature. The creature also needs to have a special-attack flag that makes one of its attacks cause the interaction. The attack has to break the skin without being protected by clothing for the interaction to take effect.

CRAZED is also necessary to make them go berserk and attack everyone around them in-play, but it doesnt seem to matter in world gen, not sure why.

Oh, and night creature hunters need a lair to shack up between attacking people, so you should add the associated lair strings to the creature:

Spoiler: necessary interactions (click to show/hide)


Dont use body tissue color modifiers/descriptors (besides the state-color tokens on the materials) if you can help it on creatures you know people are going to be transforming into; they appear to make the game crash sometimes when you fast travel or view their desription in-game
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I make Spellcrafts!
I have no idea where anything is. I have no idea what anything does. This is not merely a madhouse designed by a madman, but a madhouse designed by many madmen, each with an intense hatred for the previous madman's unique flavour of madness.

ZM5

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Re: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION
« Reply #1528 on: October 09, 2019, 03:02:34 am »

What Eric Blank said - werebeasts are generated from their own list of creatures (there's some variance) but they don't actually use the raws for picking creatures to base off of (i.e if you make a raptor creature then the game wont start generating wereraptors out of the sudden - you'd have to make one on your own) - incidentally same case with FBs and the like, its why you see things like weremammoths or assassin bug-shaped FBs, even though neither creature is in the raws.

CohentheBarbarian

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Re: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION
« Reply #1529 on: October 09, 2019, 04:35:31 am »

Hi guys, I'd like to make a tree where the wood has the same properties as silver, or a normal tree that has actual silver leaves (an homage to a d&d campaign I was in).
Easy changes, make the trunk use silver metal material.
or maybe make a new wood material with a new name (silverwood?), and all numbers copied from silver metal.
You might want to make a reaction to convert the collected "silver fruits" to silver bars. Just leaves made of metal can't be used for crafts.  (fruits are easier to harvest than leaves)

Spoiler (click to show/hide)



hows this? any problems/alterations

Spoiler (click to show/hide)
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