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Author Topic: [MODDING] General modding questions thread  (Read 153938 times)

IndigoFenix

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #375 on: March 04, 2020, 05:05:57 pm »

How to make an interaction that flings the user themselves at a creature or location? I can't get it to work.

Also, how to summon a single species of creature instead of only those with a specific token?

You can't do self-flings, I've tried.

To summon a creature do:
Spoiler (click to show/hide)

How can I create an interaction that only targets undead?

You can't target undead specifically, but you can use requirement tags that undead creatures tend to have.

MaxTheFox

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #376 on: March 04, 2020, 11:13:29 pm »

I have a creature that is a floating ball of extremely hot gas, intended as a summon. Currently it only explodes if it's attacked, but is there a way to make an interaction that blows it up?
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IndigoFenix

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #377 on: March 05, 2020, 01:06:07 am »

I have a creature that is a floating ball of extremely hot gas, intended as a summon. Currently it only explodes if it's attacked, but is there a way to make an interaction that blows it up?

Well, you can transform it into a creature that has an instantly-melting THOUGHT part but... Have you considered adding an interaction to PROPEL it? That sounds fun.

EDIT: Or just give it an UNDIRECTED_DUST attack.

MaxTheFox

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #378 on: March 05, 2020, 03:04:20 am »

And how can I make it melt itself? Making it solid so it melts doesn't seem to work... Here are the raws.

Spoiler: Fire Sphere (click to show/hide)


Spoiler: Interaction (click to show/hide)

The syndromes also don't seem to apply half the time...
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Atkana

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #379 on: March 05, 2020, 03:57:23 am »

And how can I make it melt itself? Making it solid so it melts doesn't seem to work... Here are the raws.
*snip*
The syndromes also don't seem to apply half the time...
As far as I can tell, the syndrome is being administered as a gas, and so therefore will only take affect if a unit happens to breathe in while they're stood in the gas (it's the least reliable way of administering a syndrome). For the dying part, I did some research on the matter that might be useful. For example, if you want to make the exploding creature die instantly, you could set a heatdam point on its body material and give it a homeotherm above that (or just set heatdam at 0). If you want to be more merciful on players by giving them a window of opportunity to react before the thing explodes, check the topic for the slower methods :P

MaxTheFox

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #380 on: March 05, 2020, 04:30:01 am »

So it works, sort of. However, it made the spheres explode instantly after summoning, and after some changes they don't explode at all. How do I make them only explode when adjacent to an enemy?

Spoiler: Fire Sphere (click to show/hide)

Spoiler: Exploding sphere (click to show/hide)

Spoiler: Interaction (click to show/hide)

And the syndrome also has [SYN_CONTACT]... doesn't that also work on gasses?
« Last Edit: March 05, 2020, 04:32:57 am by MaxTheFox »
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IndigoFenix

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #381 on: March 05, 2020, 04:45:42 am »

So it works, sort of. However, it made the spheres explode instantly after summoning, and after some changes they don't explode at all. How do I make them only explode when adjacent to an enemy?

I made some changes to your original creature and came up with something that works perfectly (I will probably use something similar).
Instead of making the creature itself burning hot, do the opposite and make it vulnerable to its own heat, then use the hot material as an ATTACK.  This works.

Change the magical fire material to this:
(It will be room temperature, but will always be a gas, so when the creature dies it will evaporate instantly)
Spoiler: Fire sphere material (click to show/hide)

Add the following material (you can adjust the temperature to make it more or less deadly)
You should add any additional syndromes to this material.  SYN_CONTACT doesn't work with gases, but the explosion will create a liquid that will evaporate after a single tick, applying any syndromes on contact.
Spoiler: Explosion material (click to show/hide)

And then use this as the interaction:
Spoiler: Explosion (click to show/hide)

The only problem is that friendly fire is still possible if used in close quarters, but that's the risk of playing with fire.

Worth noting that MAT_FIXED_TEMP is rather tricky to do clever things with, because it doesn't update evaporation and melting events normally.  To make temperature attacks, it's better to use BOILING_POINT and MELTING_POINT.  When using a material attack, the game will create it at the temperature closest to room temperature that it could possibly exist in that state.  So a VAPOR attack (which is liquid) will be created at the MELTING_POINT if the melting point is above room temperature, and the BOILING_POINT if the boiling point is below room temperature.  HEATDAM_POINT and COLDDAM_POINT seem more reliable than BOILING_POINT if you want the material to disappear once it is used.

MaxTheFox

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #382 on: March 05, 2020, 05:18:02 am »

Thank you, it seems to work!
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Earthbound Modder

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #383 on: March 05, 2020, 03:16:33 pm »

Do you all know if it is possible to create an interaction that disables a creatures use of others? Say, a "spell" that would make it so a creature can't do a material emission.
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IndigoFenix

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #384 on: March 05, 2020, 05:00:06 pm »

Do you all know if it is possible to create an interaction that disables a creatures use of others? Say, a "spell" that would make it so a creature can't do a material emission.

There are two ways of doing this - the easy way and the hard way.

First the easy way: Interactions with the VERBAL tag are intended to be incantations and can only be used by creatures that can speak.  A "silence" spell with CE_REMOVE_TAG:CAN_SPEAK will therefore disable the use of all VERBAL spells.

If you want something more specific, you can add a self-targeting "Prepare spell" interaction that enables the use of the actual spell for a short period. The Prepare spell is restricted with IT_CANNOT_HAVE_SYNDROME_CLASS:X_DISABLED, and the disabling spell adds a syndrome with SYN_CLASS:X_DISABLED.  This way the Prepare spell cannot be used if the user is disabled, and thus the actual spell cannot be used either.

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #385 on: March 06, 2020, 02:20:41 am »

Do you all know if it is possible to create an interaction that disables a creatures use of others? Say, a "spell" that would make it so a creature can't do a material emission.

There are two ways of doing this - the easy way and the hard way.

First the easy way: Interactions with the VERBAL tag are intended to be incantations and can only be used by creatures that can speak.  A "silence" spell with CE_REMOVE_TAG:CAN_SPEAK will therefore disable the use of all VERBAL spells.

If you want something more specific, you can add a self-targeting "Prepare spell" interaction that enables the use of the actual spell for a short period. The Prepare spell is restricted with IT_CANNOT_HAVE_SYNDROME_CLASS:X_DISABLED, and the disabling spell adds a syndrome with SYN_CLASS:X_DISABLED.  This way the Prepare spell cannot be used if the user is disabled, and thus the actual spell cannot be used either.
Wouldn't that be a self-only spell without a target though? From the testing I tried of the "prepare spell" method they just get used anyway and provide the relevant syndrome regardless if you have IT_CANNOT_HAVE_SYNDROME_CLASS:X_DISABLED - the verbal one might work better tho since removing speech would outright prevent using the interaction to begin with.

IndigoFenix

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #386 on: March 06, 2020, 03:57:41 am »

Do you all know if it is possible to create an interaction that disables a creatures use of others? Say, a "spell" that would make it so a creature can't do a material emission.

There are two ways of doing this - the easy way and the hard way.

First the easy way: Interactions with the VERBAL tag are intended to be incantations and can only be used by creatures that can speak.  A "silence" spell with CE_REMOVE_TAG:CAN_SPEAK will therefore disable the use of all VERBAL spells.

If you want something more specific, you can add a self-targeting "Prepare spell" interaction that enables the use of the actual spell for a short period. The Prepare spell is restricted with IT_CANNOT_HAVE_SYNDROME_CLASS:X_DISABLED, and the disabling spell adds a syndrome with SYN_CLASS:X_DISABLED.  This way the Prepare spell cannot be used if the user is disabled, and thus the actual spell cannot be used either.
Wouldn't that be a self-only spell without a target though? From the testing I tried of the "prepare spell" method they just get used anyway and provide the relevant syndrome regardless if you have IT_CANNOT_HAVE_SYNDROME_CLASS:X_DISABLED - the verbal one might work better tho since removing speech would outright prevent using the interaction to begin with.

Ah right, if you want the unit to be playable you also have to give the prepare interaction a manual target, even though it can only affect the self.  I use it mainly for managing the AI of non-playable creatures.  (For example, I made a necromancer variant that creates exploding zombies, and also has an interaction to prevent them from exploding when they are too close to prevent friendly fire.)

A catch-all "silence" status effect works better for an integrated magic system where most spells are verbal, but doesn't help when creating more specific behavioral effects of monsters.

Earthbound Modder

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #387 on: March 06, 2020, 06:16:59 am »

Do you all know if it is possible to create an interaction that disables a creatures use of others? Say, a "spell" that would make it so a creature can't do a material emission.

There are two ways of doing this - the easy way and the hard way.

First the easy way: Interactions with the VERBAL tag are intended to be incantations and can only be used by creatures that can speak.  A "silence" spell with CE_REMOVE_TAG:CAN_SPEAK will therefore disable the use of all VERBAL spells.

If you want something more specific, you can add a self-targeting "Prepare spell" interaction that enables the use of the actual spell for a short period. The Prepare spell is restricted with IT_CANNOT_HAVE_SYNDROME_CLASS:X_DISABLED, and the disabling spell adds a syndrome with SYN_CLASS:X_DISABLED.  This way the Prepare spell cannot be used if the user is disabled, and thus the actual spell cannot be used either.
Wouldn't that be a self-only spell without a target though? From the testing I tried of the "prepare spell" method they just get used anyway and provide the relevant syndrome regardless if you have IT_CANNOT_HAVE_SYNDROME_CLASS:X_DISABLED - the verbal one might work better tho since removing speech would outright prevent using the interaction to begin with.

Ah right, if you want the unit to be playable you also have to give the prepare interaction a manual target, even though it can only affect the self.  I use it mainly for managing the AI of non-playable creatures.  (For example, I made a necromancer variant that creates exploding zombies, and also has an interaction to prevent them from exploding when they are too close to prevent friendly fire.)

A catch-all "silence" status effect works better for an integrated magic system where most spells are verbal, but doesn't help when creating more specific behavioral effects of monsters.

Hey thanks you all! I ended up using another method entirely after debating the self targeting method for a while. I hadn't thought of using the verbal token before; that's something I'll definitely have to bookmark for later!

Honestly, is there a page on the wiki for modding examples/techniques? I'd love to be able to contribute to an organized base like that somewhere, because googling won't retrieve accurate/ up to date results for inexperienced modders
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IndigoFenix

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #388 on: March 06, 2020, 09:11:05 am »

Honestly, is there a page on the wiki for modding examples/techniques? I'd love to be able to contribute to an organized base like that somewhere, because googling won't retrieve accurate/ up to date results for inexperienced modders

There isn't.  There should be.  There have been several attempts at creating forum threads that function as a catch-all "interesting modding examples", but they tend to fizzle out over time, generally because the original poster stops updating.  A wiki page could get around this.

Earthbound Modder

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #389 on: March 06, 2020, 02:51:23 pm »

Honestly, is there a page on the wiki for modding examples/techniques? I'd love to be able to contribute to an organized base like that somewhere, because googling won't retrieve accurate/ up to date results for inexperienced modders

There isn't.  There should be.  There have been several attempts at creating forum threads that function as a catch-all "interesting modding examples", but they tend to fizzle out over time, generally because the original poster stops updating.  A wiki page could get around this.

In that case I might see about getting it on the wiki today. Should it just be a couple mega pages with template examples split into categories (interaction, creature, syndrome, entity etc.)?
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