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Author Topic: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION  (Read 185805 times)

Mathel

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Re: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION
« Reply #1650 on: November 05, 2019, 11:55:07 am »

Is there a way to make a syndrome an all-or-nothing thing?
What I mean is, that both RESISTABLE and PROB:X are put into the symptom definitions, so presumably each symptom has a separate chance to fail.

So if I make a syndrome that causes local necrosis with 50% chance and whole body pain with 50% chance, I would expect there to be 25% of neither happening, 25% of only the necrosis, 25% of only the pain and 25% of both at once.
But what do I do, when I want to create a syndrome, which has a 50% chance of causing both local necrosis and whole body pain and 50% chance of doing nothing?
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Ulfarr

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Re: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION
« Reply #1651 on: November 05, 2019, 12:20:27 pm »

Also, I dont want the finished armors and weapons to be able to be smelted into bars (once the items are made they are around for good). Are the smelting tags on the material or the items themselves?

I couldn't find neither a token that directly controls whether an item is recyclable nor the reaction for melting down items. I guess it's a hardcoded reaction and requires that the item's material is having the [items_metal] token (or something similar).

edit: some typos
« Last Edit: November 05, 2019, 02:23:12 pm by Ulfarr »
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So the conclusion I'm getting here is that we use QSPs because dwarves can't pilot submarines.

Nahere

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Re: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION
« Reply #1652 on: November 05, 2019, 01:48:04 pm »

I assume a density of 1 is better for all other armor and weapons?
Star metal used to have a density of 1 but was put back to 200 because it was too light to have any force behind it, regardless of how sharp it was.
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brolol.404

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Re: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION
« Reply #1653 on: November 05, 2019, 04:10:02 pm »

Star metal used to have a density of 1 but was put back to 200 because it was too light to have any force behind it, regardless of how sharp it was.

Thanks. I will make three versions then: one for crushing weapons one for armor and one for slashing and piercing weapons. It looks like the density of star-metal is currently 19320 and star matter 100.

Putnam

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Re: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION
« Reply #1654 on: November 05, 2019, 06:48:48 pm »

Is there a way to make a syndrome an all-or-nothing thing?
What I mean is, that both RESISTABLE and PROB:X are put into the symptom definitions, so presumably each symptom has a separate chance to fail.

So if I make a syndrome that causes local necrosis with 50% chance and whole body pain with 50% chance, I would expect there to be 25% of neither happening, 25% of only the necrosis, 25% of only the pain and 25% of both at once.
But what do I do, when I want to create a syndrome, which has a 50% chance of causing both local necrosis and whole body pain and 50% chance of doing nothing?

make the syndrome have a probability of giving a self-only interaction which has a 100% chance of giving all of the symptoms you want

DerMeister

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Re: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION
« Reply #1655 on: November 05, 2019, 08:38:32 pm »

Star metal used to have a density of 1 but was put back to 200 because it was too light to have any force behind it, regardless of how sharp it was.

Thanks. I will make three versions then: one for crushing weapons one for armor and one for slashing and piercing weapons. It looks like the density of star-metal is currently 19320 and star matter 100.
If you make grotesque materials, you can use just two versions. Armor version has density 1. Weapon version has density of solid neutronium from neutronic star core more than slade (more density to edged weapons give more impact).
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brolol.404

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Re: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION
« Reply #1656 on: November 05, 2019, 08:51:25 pm »

Is there any benefit for an edged weapon to have a low density (like 200)?

DerMeister

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Re: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION
« Reply #1657 on: November 06, 2019, 12:02:13 am »

Is there any benefit for an edged weapon to have a low density (like 200)?
No combat benefits. But low density of adamantine bolts disallow them to pierce adamantine armor, so even edged weapons must have bigger density. For edged weapon make MAX_EDGE bigger than adamantine. And this all give you cheating weapon metal.
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Mathel

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Re: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION
« Reply #1658 on: November 06, 2019, 09:09:20 am »

Is there a way to make a syndrome an all-or-nothing thing?
What I mean is, that both RESISTABLE and PROB:X are put into the symptom definitions, so presumably each symptom has a separate chance to fail.

So if I make a syndrome that causes local necrosis with 50% chance and whole body pain with 50% chance, I would expect there to be 25% of neither happening, 25% of only the necrosis, 25% of only the pain and 25% of both at once.
But what do I do, when I want to create a syndrome, which has a 50% chance of causing both local necrosis and whole body pain and 50% chance of doing nothing?

make the syndrome have a probability of giving a self-only interaction which has a 100% chance of giving all of the symptoms you want
While that will not let me do localised symptoms, it seems it could let me do other stuff. Thanks.
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The shield beats the sword.
Urge to drink milk while eating steak wrapped with bacon rising...
Outer planes are not subject to any laws of physics that would prevent them from doing their job.
Better than the heavenly host eating your soul.

brolol.404

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Re: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION
« Reply #1659 on: November 06, 2019, 09:21:37 am »

Thanks. Maybe I will just have a heavy and light version then.

Roses

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Re: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION
« Reply #1660 on: November 06, 2019, 01:58:06 pm »

Is there any benefit for an edged weapon to have a low density (like 200)?
No combat benefits. But low density of adamantine bolts disallow them to pierce adamantine armor, so even edged weapons must have bigger density. For edged weapon make MAX_EDGE bigger than adamantine. And this all give you cheating weapon metal.

Urist Da Vinci did some work on combat mechanics years ago where he used various tricks to come up with the equations used, forum post is here, but don't post in it as it is over 4 years old and Urist Da Vinci is no longer active. But the basics for edged attacks is that you need to have enough momentum to over come the momentum deductions for layers, but anything over that is pointless.

NOTE: The equations in the link are for an old version of DF and combat has come a long way since then
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brolol.404

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Re: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION
« Reply #1661 on: November 06, 2019, 02:48:01 pm »

Is there any benefit for an edged weapon to have a low density (like 200)?
No combat benefits. But low density of adamantine bolts disallow them to pierce adamantine armor, so even edged weapons must have bigger density. For edged weapon make MAX_EDGE bigger than adamantine. And this all give you cheating weapon metal.

Urist Da Vinci did some work on combat mechanics years ago where he used various tricks to come up with the equations used, forum post is here, but don't post in it as it is over 4 years old and Urist Da Vinci is no longer active. But the basics for edged attacks is that you need to have enough momentum to over come the momentum deductions for layers, but anything over that is pointless.

NOTE: The equations in the link are for an old version of DF and combat has come a long way since then

thanks Ill check it out

brolol.404

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Re: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION
« Reply #1662 on: November 06, 2019, 02:50:44 pm »

I am trying to get seeds from a custom plant in a reaction, but the product is just generic "seeds" that don't do anything instead of "cave tuft seeds" that can be replanted. Any help on this:

Code: [Select]
[PRODUCT:100:3:SEEDS:NONE:PLANT_MAT:CAVE_TUFT_ROMK:SEED]
Spoiler (click to show/hide)

Eric Blank

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Re: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION
« Reply #1663 on: November 06, 2019, 04:16:47 pm »

It looks like you left the t out of rotmk in the reaction so it can't find the right plant id. That might do it.
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brolol.404

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Re: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION
« Reply #1664 on: November 06, 2019, 04:44:22 pm »

It looks like you left the t out of rotmk in the reaction so it can't find the right plant id. That might do it.

Oh wow thanks. Strange there is no error.
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