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Author Topic: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION  (Read 189006 times)

WillowLuman

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Re: [MODDING] 0.44.x questions thread
« Reply #375 on: March 20, 2018, 09:35:17 pm »

Is there a way to get [LAYS_UNUSUAL_EGGS] to create more than 1 item per laying? CLUTCH_SIZE seems to have no effect. It seems egg laying works for either gender, also.
« Last Edit: March 20, 2018, 10:54:24 pm by HugoLuman »
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Fatace

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Re: [MODDING] 0.44.x questions thread
« Reply #376 on: March 21, 2018, 12:21:51 am »

[INTERACTION:TRANSFORM_REBORN_FIRE]
   [I_TARGET:A:CORPSE]
      [IT_LOCATION:CONTEXT_ITEM]
      [IT_AFFECTED_CLASS:GENERAL_POISON]
      [IT_REQUIRES:FIT_FOR_ANIMATION]
      [IT_FORBIDDEN:NOT_LIVING]
      [IT_MANUAL_INPUT:corpses]
   [I_EFFECT:ANIMATE]
      [IE_TARGET:A]
      [IE_IMMEDIATE]
      [IE_ARENA_NAME:Reanimated fire fiend]
      [SYNDROME]
         [CE_DISPLAY_NAME:NAME:reanimated fire fiend:reanimated fire fiends:reanimated fire fiend:START:0]
         [CE_BODY_TRANSFORMATION:PROB:100:START:0]
            [CE:CREATURE:REANIMATED_FIRE_FIEND:DEFAULT]

^ this seems to be the best choice tbh. Only problem I need to figure out is to stop the cloths/weps from being dropped( or remove them completely), as well as get them properly named correctly once raised.. pre-generated raised have the name listed above, but any newly raised around the player will still display as "x corpse". But other than that, they change creatures and turn into the new ones, just gear and name issues to figure out :thinking:
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Nahere

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Re: [MODDING] 0.44.x questions thread
« Reply #377 on: March 21, 2018, 12:33:27 am »

Creatures drop all clothing when they die and when they transform, nothing you can do about that. I don't think there's much you can do about the name issue either.
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bloop_bleep

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Re: [MODDING] 0.44.x questions thread
« Reply #378 on: March 21, 2018, 12:37:50 am »

Do resurrection interactions also have the "corpse" title?
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Fatace

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Re: [MODDING] 0.44.x questions thread
« Reply #379 on: March 21, 2018, 01:42:11 am »

The ones found within the tower don't, but any the player or newly transformed creatures do have it
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bloop_bleep

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Re: [MODDING] 0.44.x questions thread
« Reply #380 on: March 21, 2018, 02:36:02 am »

The ones found within the tower don't, but any the player or newly transformed creatures do have it
But right now, you're using a reanimation interaction. I was wondering whether a resurrection interaction (which is different) would remove the corpse title.
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Hugo_The_Dwarf

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Re: [MODDING] 0.44.x questions thread
« Reply #381 on: March 21, 2018, 03:09:01 am »

Is there a way to get [LAYS_UNUSUAL_EGGS] to create more than 1 item per laying? CLUTCH_SIZE seems to have no effect. It seems egg laying works for either gender, also.

Nope 1 item at a time, sadly. As it doesn't follow normal egg laying as it's nothing to do with reproduction. Altho you probably know more than one LUE will let them randomly pick one to lay during the process
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MCreeper

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Re: [MODDING] 0.44.x questions thread
« Reply #382 on: March 21, 2018, 03:41:46 am »

Thanks to everyone, now trying to make it into something sensible.
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Fatace

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Re: [MODDING] 0.44.x questions thread
« Reply #383 on: March 21, 2018, 01:30:24 pm »

The ones found within the tower don't, but any the player or newly transformed creatures do have it
But right now, you're using a reanimation interaction. I was wondering whether a resurrection interaction (which is different) would remove the corpse title.

will test this!




Edit: Its basically the same thing, just this time, they are just named their previous names (using OTA): http://puu.sh/zMz4A/d438d684da.png

2nd Edit: But it no longer allows them to make towers.. fml... will just use ANIMATE and change a few things then to make it fit with corpses.
« Last Edit: March 21, 2018, 02:23:17 pm by Fatace »
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WillowLuman

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Re: [MODDING] 0.44.x questions thread
« Reply #384 on: March 21, 2018, 04:22:17 pm »

Is there a way to get [LAYS_UNUSUAL_EGGS] to create more than 1 item per laying? CLUTCH_SIZE seems to have no effect. It seems egg laying works for either gender, also.

Nope 1 item at a time, sadly. As it doesn't follow normal egg laying as it's nothing to do with reproduction. Altho you probably know more than one LUE will let them randomly pick one to lay during the process
Well it turns out you can have the males lay regular eggs too.
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Fatace

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Re: [MODDING] 0.44.x questions thread
« Reply #385 on: March 25, 2018, 10:21:16 pm »

Random questions...

1. I know its possible to make civs with animal people in it, but its only 1 race... is it possible to have a civ basically be a haven for animal people and not just 1 spieces.

2. When creating creatures with materials out of inorganic and such (like bronze colossus) what all contributes to how strong the creature is? Density and Imp.?
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Jazz Cat

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Re: [MODDING] 0.44.x questions thread
« Reply #386 on: March 25, 2018, 10:24:49 pm »

For multi-race civs you'd have to make a different caste for each species, I think. As for the inorganic creatures, it should be the same calculations combat uses for armor of that material.
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scamtank

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Re: [MODDING] 0.44.x questions thread
« Reply #387 on: March 26, 2018, 12:54:19 am »

Only one species can be the founder of a given civ, but people are free to move around. Maybe if you had an assload of civilizations, one basic "animal people of some sort" entity with all the animal people kinds listed and tweak the preferred biomes a bit to encourage maximum immigration? Like having the civ have a chance to start off nearly anywhere, those places mostly being preference level "meh I guess" and have like one that's supremely attractive? To my reasoning, that should make animal people civilizations that are nominally just for one species, but end up with large melting pots in the given fertile places wherever the entity "seeds" land.
« Last Edit: March 26, 2018, 12:57:08 am by scamtank »
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Rumrusher

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Re: [MODDING] 0.44.x questions thread
« Reply #388 on: March 26, 2018, 01:40:30 am »

you could make it so The animal people are Pets in the Civ which ends up with More than one creature type popping up in the town and site.
so if you have like an entity with multiple types of Creatures who would start one, then have an ANIMAL token set for every Creature you want to pop up in the fort you could end up with a mixing pot of a civ that is run by ratmen or tigermen or Bearmen; with Tigermen, bearmen, and Ratmen as Pets you can generate world here the main Civ would be different but still persist with the followup groups that will spawn when you visit that site. also the bonus of buying or randomly getting those types of animalmen when you embark.
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ZM5

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Re: [MODDING] 0.44.x questions thread
« Reply #389 on: March 26, 2018, 02:41:15 am »

you could make it so The animal people are Pets in the Civ which ends up with More than one creature type popping up in the town and site.
so if you have like an entity with multiple types of Creatures who would start one, then have an ANIMAL token set for every Creature you want to pop up in the fort you could end up with a mixing pot of a civ that is run by ratmen or tigermen or Bearmen; with Tigermen, bearmen, and Ratmen as Pets you can generate world here the main Civ would be different but still persist with the followup groups that will spawn when you visit that site. also the bonus of buying or randomly getting those types of animalmen when you embark.

I've done some testing on that before - if you add intelligent creatures as "pets" to a race, while you can normally buy them in fort mode, in adventure mode you have to play from that civ with their main population first before that additional intelligent population becomes playable.
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