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Author Topic: [MODDING] General modding questions thread  (Read 155127 times)

Nahere

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #105 on: February 01, 2020, 02:57:34 pm »

Yeah, first thing I asked Toady when I heard about summoning was if summoners could build towers, and:
Quote from: Nahere
Will summoned creatures count towards a secret holders ability to build a tower, or is that still just raised dead?

Their summoned creatures don't last that long.  Nobody else bothers working either.
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Untrustedlife

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #106 on: February 01, 2020, 03:21:28 pm »

Yeah, first thing I asked Toady when I heard about summoning was if summoners could build towers, and:
Quote from: Nahere
Will summoned creatures count towards a secret holders ability to build a tower, or is that still just raised dead?

Their summoned creatures don't last that long.  Nobody else bothers working either.

For some reaosn even when i give them a raise dead power its still not making towers so i think theres some issue with my interactions they are doing the vampire thing and going from village to village instead.
Okay i finally got one. But i had to disable my experiment interaction.
« Last Edit: February 01, 2020, 04:41:34 pm by Untrustedlife »
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Untrustedlife

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #107 on: February 01, 2020, 04:51:40 pm »

So, Tried to create a custom experiment interaction. It didnt stop my summoners from being created but with the custom interaction as an option they were, strangely enough, unable to build towers. When i got rid of it they worked. With it they did the whole vampire, "go from village to village" thing. Not sure if thats  a bug. But be wary fellow modders.
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pikachu17

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #108 on: February 01, 2020, 05:49:24 pm »

MEDIUM_BLESSING, MEDIUM_CURSE, MINOR-BLESSING and MINOR_CURSE are all possible effects on dice, with small dice only having minor stuff.
 It appears that if you continue to roll a specific set of dice more than once, you will get a major curse for daring to defy fate.

Could someone quote the other relevant to modding stuff from FotF here? I would do it, but I am on my phone.
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Untrustedlife

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #109 on: February 01, 2020, 06:00:44 pm »

MEDIUM_BLESSING, MEDIUM_CURSE, MINOR-BLESSING and MINOR_CURSE are all possible effects on dice, with small dice only having minor stuff.
 It appears that if you continue to roll a specific set of dice more than once, you will get a major curse for daring to defy fate.

Could someone quote the other relevant to modding stuff from FotF here? I would do it, but I am on my phone.
Go to the previous page, i posted what i saw.
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Warlord255

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #110 on: February 01, 2020, 11:04:34 pm »

How good are you at modding bodies?  Maybe you could mod the creature so that it's body plan includes the a body part named the same name and made with custom biological materials with the same property as metal and with the same attack properties as the weapon?  And then add item corpse to make it drop the actual weapon on death?

Alternatively, maybe the tag CURIOUSBEAST_ITEM will make the creature prone to grabbing stuff (and then make sure the summoned weapon is high value so it will prioritize grabbing rather than other stuff)?
Well, one is a secret, and one is an actual creature, and the two methods you suggested would only work for one each. Also, I suspect curiousbeast would have side effects I'd rather not have on a general of undeath or a demonic lord.

CURIOUSBEAST item and food makes the creature attempt to flee the map. GUZZLER, on the other hand, makes them delve deeper into the fort in search of booze, and is highly recommended for shenanigans.

Edit: Newest mini-project. The healing blessing gives us syndromes that can heal and regrow limbs. An excellent application would be for Axlotls and Olms, who are uniquely capable of regenerating on their own. Once perfected here, it might be interesting to apply healing syndromes elsewhere, such as magical plants and the flesh of certain beasts...
« Last Edit: February 02, 2020, 02:45:19 pm by Warlord255 »
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Untrustedlife

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #111 on: February 02, 2020, 03:13:28 pm »

As I mentioned earlier i cant get experiments to act as expected. Has anyone managed to get experiments working fine alongside a necromancer-like secret?
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ChaosPotato

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #112 on: February 02, 2020, 03:53:52 pm »

Is it possible to make summoned creatures last forever?
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Strik3r

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #113 on: February 02, 2020, 03:56:27 pm »

Is it possible to make summoned creatures last forever?

yes, just remove IE_TIME_RANGE if your interaction has it
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ChaosPotato

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #114 on: February 02, 2020, 04:05:18 pm »

Is it possible to make summoned creatures last forever?

yes, just remove IE_TIME_RANGE if your interaction has it
Ok cool.
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Taras

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #115 on: February 02, 2020, 04:18:19 pm »

Is it possible to make summoned creatures last forever?

yes, just remove IE_TIME_RANGE if your interaction has it
How make interactions for breeding genderless creatures in fortress mode?
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Strik3r

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #116 on: February 02, 2020, 04:44:47 pm »

Is it possible to make summoned creatures last forever?

yes, just remove IE_TIME_RANGE if your interaction has it
How make interactions for breeding genderless creatures in fortress mode?
Not my specialty, sorry. But i suppose you could make an interaction to give another creature an interaction to summon a creature and make sure both interactions have USAGE_HINT:GREETING ...?
Be aware that this will probably cause an uncontrollable population explosion.
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Scruiser

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #117 on: February 02, 2020, 10:37:25 pm »

Is it possible to make summoned creatures last forever?

yes, just remove IE_TIME_RANGE if your interaction has it
How make interactions for breeding genderless creatures in fortress mode?
Not my specialty, sorry. But i suppose you could make an interaction to give another creature an interaction to summon a creature and make sure both interactions have USAGE_HINT:GREETING ...?
Be aware that this will probably cause an uncontrollable population explosion.

How high can WAIT_PERIOD be set?  If you set it high enough, you could restrict the population explosion to a much slower rate.  Also... you could look at the way evolving worked in the Pokemon mod and then use it force a hidden wait period before the creature gains the ability to use the summoning interaction.  That way, each genderless creature will need a time before it can start doing the summoning interaction and a long time between summons.
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Warlord255

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #118 on: February 02, 2020, 11:11:19 pm »

Is it possible to make summoned creatures last forever?

yes, just remove IE_TIME_RANGE if your interaction has it
How make interactions for breeding genderless creatures in fortress mode?
Not my specialty, sorry. But i suppose you could make an interaction to give another creature an interaction to summon a creature and make sure both interactions have USAGE_HINT:GREETING ...?
Be aware that this will probably cause an uncontrollable population explosion.

How high can WAIT_PERIOD be set?  If you set it high enough, you could restrict the population explosion to a much slower rate.  Also... you could look at the way evolving worked in the Pokemon mod and then use it force a hidden wait period before the creature gains the ability to use the summoning interaction.  That way, each genderless creature will need a time before it can start doing the summoning interaction and a long time between summons.

IIRC, WAIT_PERIOD is the cooldown between uses.

I made a similar mistake back in the halcyon days of WC3 modding, in which I had tentacles that produced corpses and summoned new tentacles from nearby corpses. The cooldown was supposed to slow them down, but my entire screen quickly turned purple and chugged to 0.1 FPS.

That being said, there IS a way we can inhibit the explosion - sort of. Use castes or clone creatures. Have Type A summon one or more Type B, which can in turn summon one or more Type C - which is "sterile". I think I'll test giving Grimelings this clone ability and see what happens in the arena...
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Earthbound Modder

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #119 on: February 02, 2020, 11:33:59 pm »

Does someone mind pointing me to me how I can extract the raws from a world? The token RAISE_GHOST is being accepted as an I_EFFECT in interactions, but isn't currently doing anything in the arena when tested.

For example, this code

Code: [Select]
[INTERACTION:RAISEGHOST]
[I_TARGET:A:CORPSE]
[IT_LOCATION:CONTEXT_ITEM]
[IT_AFFECTED_CLASS:GENERAL_POISON]
[IT_MANUAL_INPUT:corpses]
[I_EFFECT:RAISE_GHOST]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:raisedghost]

...doesn't do anything in arena, though it doesn't leave anything in the error log denoting an incorrect I_EFFECT.
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