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Author Topic: [MODDING] General modding questions thread  (Read 154686 times)

Fatace

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #45 on: January 30, 2020, 03:14:30 pm »

Conjuring weapons out of thin air is still...dunno yet. I AM tempted to give elves the ability to magic up a branch made out of some sort of wood-like, elf-kosher material though.

Yeah, even double checking by making goblins playable thru fortress mode, doesn't seem to show any noble positions.. and if none can be made... making any dark fortress civs playable will seem unplayable to a offensive degree.. ect...

You'll need to replace generated positions with raw-defined ones, I've had to do that before when toying with human and goblin civs in some of my unreleased projects.

Define by what you mean by "raw-defined" incase I may be mistaking what ive done already with something else... cuz I have already tried with the previous positions (as mentioned in above post).

[POSITION:MILITIA_COMMANDER]
      [NAME:militia commander:militia commanders]
      [SITE]
      [NUMBER:1]
      [SQUAD:10:militia-goblin:militia-goblins]
      [APPOINTED_BY:EXPEDITION_LEADER]
      [APPOINTED_BY:MAYOR]
      [RESPONSIBILITY:MILITARY_STRATEGY]
      [COMMANDER:MILITIA_CAPTAIN:ALL]
      [PRECEDENCE:120]
      [DO_NOT_CULL]
      [DUTY_BOUND]
   [POSITION:MILITIA_CAPTAIN]
      [NAME:militia captain:militia captains]
      [SITE]
      [NUMBER:AS_NEEDED]
      [SQUAD:10:militia-goblin:militia-goblins]
      [APPOINTED_BY:MILITIA_COMMANDER]
      [PRECEDENCE:200]
      [DO_NOT_CULL]
      [DUTY_BOUND]
      [MILITARY_SCREEN_ONLY]


ect..

My previous positions that I used in 44 no longer work, each one seems to crash on world gen.

EDIT: Unless you mean that there are new positions specificly for dark fortress civs?
« Last Edit: January 30, 2020, 03:16:48 pm by Fatace »
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Random_Dragon

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #46 on: January 30, 2020, 03:17:37 pm »

Basically that yeah, plus either removing [SITE_VARIABLE_POSITIONS:ALL] or replacing it with only the roles that shouldn't be accessed by your gobbles in fort mode. It's a bit finicky and I'm not sure, but if I recall you need some rough equivalent to expedition leader, lord, whatever to serve as the root profession that appoints others, otherwise you won't be able to appoint other positions.
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Fatace

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #47 on: January 30, 2020, 03:26:54 pm »


Tried with removing [SITE_VARIABLE_POSITIONS:ALL] and replacing them...

What I originally had that worked, previously was..

Spoiler (click to show/hide)

Tried each once to see if any were still okay to use but each caused a crash...

Im curious on if theres a way to find out what the new current positions for Dark Fortresses civs are.
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Taras

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #48 on: January 30, 2020, 03:29:36 pm »

What's about permanent summoning? May it be usable for slug man breeding in fortress mode?
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pikachu17

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #49 on: January 30, 2020, 03:34:37 pm »

What's about permanent summoning? May it be usable for slug man breeding in fortress mode?
Supposedly they vanish at a distance from their summoner, but that may be incorrect.
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Taras

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #50 on: January 30, 2020, 03:39:19 pm »

What's about permanent summoning? May it be usable for slug man breeding in fortress mode?
Supposedly they vanish at a distance from their summoner, but that may be incorrect.
I will test this, if you give me code of interaction. Maybe, interaction for harpy breeding, because harpies are more unique by tokens.
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pikachu17

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #51 on: January 30, 2020, 04:16:50 pm »

Add this to the summoning creature.
         [CAN_DO_INTERACTION:SUMMON_SLUG]
            [CDI:ADV_NAME:Summon slug man]

            [CDI:VERB:call upon the ooze:calls upon the ooze:NA]
            [CDI:WAIT_PERIOD:100]

Add this to an interaction file.
[INTERACTION:SUMMON_SLUG]
   [I_TARGET:A:LOCATION]
      [IT_LOCATION:CONTEXT_LOCATION]
   [I_TARGET:B:LOCATION]
      [IT_LOCATION:RANDOM_NEARBY_LOCATION:A:5]
   [I_EFFECT:SUMMON_UNIT]
      [IE_TARGET:B]
      [IE_IMMEDIATE]
      [IE_CREATURE_CASTE_FLAG:MAGICAL]
      [IE_TIME_RANGE:200:300]
 [IE_MAKE_PET_IF_POSSIBLE]

And add [MAGICAL] to the slug men.
« Last Edit: January 30, 2020, 05:47:36 pm by pikachu17 »
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Taras

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #52 on: January 30, 2020, 04:23:00 pm »

Add this to the summoning creature.
         [CAN_DO_INTERACTION:SUMMON_SLUG]
            [CDI:ADV_NAME:Summon slug man]

            [CDI:VERB:call upon the ooze:calls upon the ooze:NA]
            [CDI:WAIT_PERIOD:100]

Add this to an interaction file.
[INTERACTION:SUMMON_SLUG]
   [I_TARGET:A:LOCATION]
      [IT_LOCATION:CONTEXT_LOCATION]
   [I_TARGET:B:LOCATION]
      [IT_LOCATION:RANDOM_NEARBY_LOCATION:A:5]
   [I_EFFECT:SUMMON_UNIT]
      [IE_TARGET:B]
      [IE_IMMEDIATE]
      [IE_CREATURE_CASTE_FLAG:MAGICAL]
      [IE_TIME_RANGE:200:300]

And add [MAGICAL] to the slug men.
Thanks!

Will they do it without usage hint?
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pikachu17

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #53 on: January 30, 2020, 04:27:40 pm »

It doesn't work with USAGE_HINT. It has RANDOM_NEARBY_LOCATION instead of targeting.

NIGHT_CREATURE_EXPERIMENTER is a tag on some necromancers.
« Last Edit: January 30, 2020, 04:47:41 pm by pikachu17 »
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Fatace

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #54 on: January 30, 2020, 04:37:50 pm »

From what I can find... (tried being a goblin and looking for them, but without DFHack's teleport and reveal.. it takes forever and hard to find people lol).. from using Legends mode...

Master (demons position)

Master of beasts
Head Chancellor
Chief Counselor
Chief Chamberlain
Royal Executioner
High Executioner
Chancellor
Chamberlain
Constable
High Doctor
High Keeper
High Advisor
High Butler? LOL
Royal Chef
Head Executioner
Chief Executioner
Head Doctor
Chief Justiciar
Royal Keeper
High Housekeeper


Lord/Lady

Although, based on what I was reading, it seems like the new ones have something to do with the new villain thing...?
« Last Edit: January 30, 2020, 07:27:28 pm by Fatace »
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Taras

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #55 on: January 30, 2020, 04:38:55 pm »

It doesn't work with USAGE_HINT. It has RANDOM_NEARBY_LOCATION instead of targeting.
Double thanks!
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pikachu17

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #56 on: January 30, 2020, 05:05:42 pm »

[I_SOURCE:EXPERIMENT] is a thing.
[EXPERIMENT_ONLY] is also a thing, though they might be GENERATED only.
[CE_SPECIAL_ATTACK_INTERACTION:INTERACTION:SECRET_GHOUL_7:BP:BY_CATEGORY:MOUTH:BP:BY_CATEGORY:TOOTH:START:0:ABRUPT]

Just looking through world data now.

Code: [Select]
[INTERACTION:SECRET_GHOUL_7] [GENERATED] [EXPERIMENT_ONLY] [I_SOURCE:EXPERIMENT] [IS_HIST_STRING_1: infected ]8 [IS_HIST_STRING_2: with a contagious ghoulish condition] [IS_TRIGGER_STRING_SECOND:have] [IS_TRIGGER_STRING_THIRD:has]F [IS_TRIGGER_STRING:been infected with a contagious ghoulish condition] [I_SOURCE:ATTACK] [IS_HIST_STRING_1: bit ]6 [IS_HIST_STRING_2:, passing on the ghoulish condition] [I_TARGET:A:CREATURE] [IT_LOCATION:CONTEXT_CREATURE]" [IT_AFFECTED_CLASS:GENERAL_POISON] [IT_FORBIDDEN:NOT_LIVING]) [IT_CANNOT_HAVE_SYNDROME_CLASS:WERECURSE]) [IT_CANNOT_HAVE_SYNDROME_CLASS:VAMPCURSE]1 [IT_CANNOT_HAVE_SYNDROME_CLASS:DISTURBANCE_CURSE]- [IT_CANNOT_HAVE_SYNDROME_CLASS:RAISED_UNDEAD], [IT_CANNOT_HAVE_SYNDROME_CLASS:RAISED_GHOST]% [IT_CANNOT_HAVE_SYNDROME_CLASS:GHOUL] [IT_MANUAL_INPUT:victim] [I_EFFECT:ADD_SYNDROME]
 [IE_TARGET:A]
 [SYNDROME]  [SYN_CONCENTRATION_ADDED:1000:0] [SYN_CLASS:GHOUL]A [CE_FLASH_TILE:TILE:165:4:0:1:FREQUENCY:2000:1000:START:0:ABRUPT]V [CE_DISPLAY_NAME:NAME:blighted thrall:blighted thralls:blighted thrall:START:0:ABRUPT]+[CE_ADD_TAG:NO_AGING:NOT_LIVING:OPPOSED_TO_LIFE:EXTRAVISION:NOEXERT:NOPAIN:NOBREATHE:NOSTUN:NONAUSEA:NO_DIZZINESS:NO_FEVERS:NOEMOTION:PARALYZEIMMUNE:NOFEAR:NO_EAT:NO_DRINK:NO_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST:NOTHOUGHT:NO_THOUGHT_CENTER_FOR_MOVEMENT:NO_CONNECTIONS_FOR_MOVEMENT:START:0:ABRUPT]2
« Last Edit: January 30, 2020, 05:09:49 pm by pikachu17 »
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pikachu17

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #57 on: January 30, 2020, 05:13:03 pm »

CE_SPECIAL_ATTACK_INTERACTION is in fact new. Zombie plagues can be done now.
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Taras

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #58 on: January 30, 2020, 05:15:43 pm »

Sorry for doubling and old features, but this questiuon is very interesting for me. In some old mods dwarves 'smoke' cigars. These cigars was plants with seed that entirely evaporate into smoke because fixed temperature. Can I make cigars as FISH and how it may be coded?
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pikachu17

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #59 on: January 30, 2020, 05:52:46 pm »

Summons do not poof without IE_TIME_RANGE

 [IE_MAKE_PET_IF_POSSIBLE] makes summons friendly.
« Last Edit: January 30, 2020, 05:59:20 pm by pikachu17 »
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