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Author Topic: [MODDING] General modding questions thread  (Read 153816 times)

CohentheBarbarian

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #450 on: March 24, 2020, 07:20:46 pm »

thanks, one step closer to a sterile military! thats a big help
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Vorox

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #451 on: March 25, 2020, 06:43:25 am »

Is there a way to make an Interaction be usable only once per creature, other than setting WAIT_PERIOD to a ridiculously high value?

There are a number of tricks to do this, but they depend very heavily on exactly what you are trying to do.

A resurrection spell that can be learned from a SECRET, then used only once to resurrect somebody.
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Hetsin

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #452 on: March 27, 2020, 08:42:46 pm »

I've been having a CTDs resulting from a fault in VCRUNTIME140.dll while loading modded creature files containing a bunch of creatures (essentially giants and especially animal people) containing COPY_TAGS_FROM followed by a few APPLY_CREATURE_VARIATIONSs. I've ruled out duplicate creatures and I think I removed all fractal creatures. Are there known issues regarding those particular tokens interacting or the dll itself?

Barring any particular issue, I think maybe the dll causes a CTD because whatever temporary file it handles while applying creature variations gets too large for it to handle. I'll test that theory out within a few days.
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Unknown72

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #453 on: March 28, 2020, 04:55:02 pm »

Can anyone explain what the

[IE_CREATURE_CASTE_FLAG:x]

Is in the new summoning interactions? I'm thinking of utilizing the interaction for a variety of different summons but can't find any information on it.

Alongside it would be the following tags

[IE_CREATURE_FLAG] [IE_FORBIDDEN_CREATURE_FLAG] [IE_FORBIDDEN_CREATURE_CASTE_FLAG]

Same with how the new Transformation interaction works? The one in Bogeyman_transformation.txt that is?

Edit: Just had a thought, with these new summoning and healing mechanics, couldn't we possibly make a magic system revolving around this? Just changing the context to "Casting" instead of "Summoning" word wise and making the summoned entities just short lived creatures made out of the material we want them to be? I remember someone made a magic system revolving around creatures that were "Magic" that you created/consumed in reactions to create and use spells.
« Last Edit: March 28, 2020, 05:47:57 pm by Unknown72 »
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MCipher

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #454 on: March 28, 2020, 07:28:37 pm »

--Snipped my own question, wrong thread, apologies--

Can anyone explain what the

[IE_CREATURE_CASTE_FLAG:x]

Is in the new summoning interactions? I'm thinking of utilizing the interaction for a variety of different summons but can't find any information on it.

-snip-
According to the wiki, Creature/Caste Flags are a set of... Well, flags, that can help whittle down choices for summons and the like. For instance, with [IE_FORBIDDEN_CREATURE_FLAG:TWO_GENDERS], any creature with two genders cannot be summoned. Or if it's got [IE_CREATURE_FLAG:GOOD], only [GOOD] creatures are summoned, AFAIK.

A full list of the flags is on the wiki, here.
« Last Edit: March 28, 2020, 07:40:31 pm by MCipher »
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Unknown72

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #455 on: March 28, 2020, 09:58:13 pm »

-snip-

Thanks! So i'm assuming we can't just make our own caste/creature flags? If not then it might be easier to make certain tags for a certain set of summons then. (Like using Fanciful for Elemental Summons, for example)
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DarthRubik

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #456 on: March 31, 2020, 08:41:02 am »

I am sorry if this is a common question, but I am kind of a modding noob.......I looked all over the place and I couldn't find the answer.....

So, how much do modded interactions effect worldgen......my first guess is not at all (cause you don't see a bunch of in 1021 the dwarf Urist McDwarf petted a tame alpaca), but I couldn't confirm this at all......So is this known or does some !!SCIENCE!! need to be done?
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Eric Blank

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #457 on: March 31, 2020, 10:14:52 am »

I haven't seen anything besides deity curses like vampirism and werebeasts, and secrets and their raise/resurrect interactions being used.
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Temujin

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #458 on: March 31, 2020, 01:38:23 pm »

Hello, my apologies if this is the wrong place to ask this. . .

I would like to make two dwarves friends, but it seems that this is difficult as the friendship data is stored in history as a vector.   Is there a script that can accomplish this?

thanks for your help.

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bloop_bleep

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #459 on: March 31, 2020, 01:40:54 pm »

This thread is generally for raw modding. You'd get more people likely to know the answer in the DFHack thread in the 3rd Party Utilities subforum.
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TomiTapio

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #460 on: March 31, 2020, 05:08:03 pm »

I would like to make two dwarves friends, but it seems that this is difficult as the friendship data is stored in history as a vector.   Is there a script that can accomplish this?
"When it comes to friendship values you should probably look at Fleeting Frames' relations-indicator script,"  http://www.bay12forums.com/smf/index.php?topic=167496.15

something "lua @df.unit_relationship_type" 

something rela ids http://www.bay12forums.com/smf/index.php?topic=172722.0

force marry script from 2013: http://www.bay12forums.com/smf/index.php?topic=100964.60
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
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Acranti

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #461 on: April 02, 2020, 08:04:44 pm »

Hello! im new to the board and modding but not so much to the game.

I was hoping for some help making a small mod to get me started in the right direction which i think wouldnt be too long, maybe like 30 lines? Im having a lot of trouble getting this test version to work though. Should I just be posting the raw here or what?

What im basically trying to achieve is an interaction (ideally a secret so they look for it rather than it happening to them like werebeast, but deity might work if secret doesnt) where a deity simply gives someone an item. So instead of becoming a necromancer they get like an artifact adamantine spear or something. How would i go about this?
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TomiTapio

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #462 on: April 03, 2020, 07:03:21 am »

What im basically trying to achieve is an interaction (ideally a secret
...
So instead of becoming a necromancer they get like an artifact adamantine spear or something. How would i go about this?
I'm afraid it's not possible to make items via interactions or secrets. Might be possible to grant the hero creature an ability to transform some_creature into X, and X drops an artifact-like bodypart.

Creature: animated armor.
Spoiler (click to show/hide)
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

Acranti

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #463 on: April 03, 2020, 08:56:49 am »

What im basically trying to achieve is an interaction (ideally a secret
...
So instead of becoming a necromancer they get like an artifact adamantine spear or something. How would i go about this?
I'm afraid it's not possible to make items via interactions or secrets. Might be possible to grant the hero creature an ability to transform some_creature into X, and X drops an artifact-like bodypart.

Creature: animated armor.
Spoiler (click to show/hide)

oh, interesting, i thought the new IE_ITEM and IE_ITEM_QUALITY were specifically made for this. i saw that the dice interaction for divination included a similar effect; youre saying theres no way to adapt that effect to something player made though, it only works as a generated blessing on the die? would they maybe use a interaction power that allows them to make their own armor? or would a worldgen HF actually butcher the body of an animated armor to extract the items, because that could work too... im sure i can work around details if its possible in some way, but theres no way for a historical figure to a material without the civ also having access to it in worldgen?

either way ill look into that creature you mentioned when i have a second to look through the raw, thank you!
« Last Edit: April 03, 2020, 09:11:39 am by Acranti »
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pikachu17

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #464 on: April 03, 2020, 09:18:48 am »


What im basically trying to achieve is an interaction (ideally a secret
...
So instead of becoming a necromancer they get like an artifact adamantine spear or something. How would i go about this?
I'm afraid it's not possible to make items via interactions or secrets. Might be possible to grant the hero creature an ability to transform some_creature into X, and X drops an artifact-like bodypart.
Creature: animated armor.
Spoiler (click to show/hide)
Ummm.... You can create items with creature actions at least. I don't know if there's any way to make anyone other than an adventurer or a fort dwarf use them though, since it just creates the items at the target's feet.
Code: [Select]
[INTERACTION:GIFT_WEAPON]
[I_SOURCE:CREATURE_ACTION]
[IS_HIST_STRING_1: gifted ]
[IS_HIST_STRING_2: a truly powerful sword.]
   [I_TARGET:A:CREATURE]
      [IT_LOCATION:CONTEXT_CREATURE]
      [IT_MANUAL_INPUT:obsidian]
   [I_EFFECT:CREATE_ITEM]
      [IE_TARGET:A]
      [IE_IMMEDIATE]
      [IE_ITEM:100:1:WEAPON:ITEM_WEAPON_SWORD_2H:INORGANIC:ADAMANTINE]
      [IE_ITEM_QUALITY:ARTIFACT:ARTIFACT]
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