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Author Topic: Training Military  (Read 6179 times)

Upright Path

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Training Military
« on: April 05, 2010, 06:38:49 pm »

Well, someone asked a question about skill training earlier, namely could you make a 'pump' that works up sword skills, or something. Well, here's a more.. Literal interpretation of the idea.

Custom Building:
Code: [Select]
[BUILDING_WORKSHOP:TRAINING_DUMMY]
[NAME:Training Dummy]
[NAME_COLOR:7:0:1]
[WORK_LOCATION:1:1]
[DIM:1:1]
[BUILD_LABOR:MASON]
[BUILD_KEY:CUSTOM_SHIFT_D]
[BLOCK:1:0]
[TILE:0:1:'^']
[COLOR:0:7:0:1]
[TILE:1:1:'l']
[COLOR:1:7:0:1]
[TILE:2:1:'t']
[COLOR:2:7:0:1]
[TILE:3:1:'T']
[COLOR:3:7:0:1]
[BUILD_ITEM:1:STONE:NONE:NONE:NONE][CAN_USE_ARTIFACT]
[BUILD_ITEM:1:BUCKET:NONE:NONE:NONE][EMPTY]

Custom Reactions:
Code: [Select]
[REACTION:TRAIN_SWORD]
[NAME:train with sword]
[BUILDING:TRAINING_DUMMY:CUSTOM_S]
[REAGENT:A:SWORD:NONE:NONE:NONE:NONE][PRESERVE_REAGENT]
[SKILL:SWORD]
[REACTION:TRAIN_SPEAR]
[NAME:train with spear]
[BUILDING:TRAINING_DUMMY:CUSTOM_SHIFT_S]
[REAGENT:A:SPEAR:NONE:NONE:NONE:NONE][PRESERVE_REAGENT]
[SKILL:SPEAR]
[REACTION:TRAIN_AXE]
[NAME:train with axe]
[BUILDING:TRAINING_DUMMY:CUSTOM_A]
[REAGENT:A:AXE:NONE:NONE:NONE:NONE][PRESERVE_REAGENT]
[SKILL:AXE]
[REACTION:TRAIN_HAMMER]
[NAME:train with hammer]
[BUILDING:TRAINING_DUMMY:CUSTOM_H]
[REAGENT:A:HAMMER:NONE:NONE:NONE:NONE][PRESERVE_REAGENT]
[SKILL:HAMMER]
[REACTION:TRAIN_MACE]
[NAME:train with mace]
[BUILDING:TRAINING_DUMMY:CUSTOM_M]
[REAGENT:A:MACE:NONE:NONE:NONE:NONE][PRESERVE_REAGENT]
[SKILL:MACE]

Additions to entity_default.txt [ENTITY:MOUNTAIN]:
Code: [Select]
[PERMITTED_BUILDING:TRAINING_DUMMY]
[PERMITTED_REACTION:TRAIN_SWORD]
[PERMITTED_REACTION:TRAIN_SPEAR]
[PERMITTED_REACTION:TRAIN_MACE]
[PERMITTED_REACTION:TRAIN_AXE]
[PERMITTED_REACTION:TRAIN_HAMMER]

You get the idea. One caveat though, is that ANY dwarf who is not forbidden, somehow, from using the Training Dummy will use these 'reactions'. Further, their skills will increase at a much slower speed than Sparring with other Dwarves, but there's very little chance of injury.
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Acanthus117

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Re: Training Military
« Reply #1 on: April 05, 2010, 10:47:30 pm »

This is amazing. Do you mind me using this for a mod I'm making?
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YOU DOUBLE PENIS
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shadowclasper

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Re: Training Military
« Reply #2 on: April 05, 2010, 10:49:45 pm »

YOU BEAUTIFUL MODDER YOU <KISSES> THANK YOU!

Also, can't you select who's allowed to do what in these?

Now, final question, I have no clue how to put this into my raws >_>; can somebody explain?

edit:
Also, HAMMER should be HAMMER_WAR
and AXE should be AXE_BATTLE
« Last Edit: April 05, 2010, 11:16:24 pm by shadowclasper »
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Acanthus117

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Re: Training Military
« Reply #3 on: April 05, 2010, 10:52:45 pm »

Imagine if Adventurers could use workshops... This would make a great training camp if workshops weren't Fortress mode only.
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YOU DOUBLE PENIS
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tfaal

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Re: Training Military
« Reply #4 on: April 05, 2010, 11:04:26 pm »

Well, the adventurer skills arc is coming up pretty soon. Let's hope there's support for custom workshops.
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This could be a handy way of teaching preschool children mathematics.

Acanthus117

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Re: Training Military
« Reply #5 on: April 05, 2010, 11:05:20 pm »

or workshops in general!
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YOU DOUBLE PENIS
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soul4hdwn

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Re: Training Military
« Reply #6 on: April 05, 2010, 11:20:28 pm »

Now, final question, I have no clue how to put this into my raws >_>; can somebody explain?
this topic explains completely: http://www.bay12games.com/forum/index.php?topic=52947.0

but for summary:

1) go into raws and reaction_other.txt and add in the custom reactions in OP (just copy paste at the end. PLEASE don't change it unless there's an error in the error log as you mentioned something needing to be changed. DF2010 is new version and might've changed a bit)

2) find building_custom.txt do the same but the custom building in OP

3) go into entity file and in the dwarfs/mountain add in the last box of code in OP into there

4) regen as i doubt adding this into the save file version of the raw will properly add in the new "workshop".
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Acanthus117

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Re: Training Military
« Reply #7 on: April 05, 2010, 11:22:18 pm »

Hey, I like how it trains weapon skills, not fighter. It makes sense!

What about a dodger one that uses a gear to simulate the dummy trying to hit the person?
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Is apparently a Lizardman. ಠ_ಠ
YOU DOUBLE PENIS
"The pessimist is either always right or pleasantly surprised; he cherishes that which is good because he knows it cannot last."

soul4hdwn

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Re: Training Military
« Reply #8 on: April 05, 2010, 11:26:25 pm »

Hey, I like how it trains weapon skills, not fighter. It makes sense!

What about a dodger one that uses a gear to simulate the dummy trying to hit the person?

you'll have to make a blank/fake reaction that trains the proper skill (just add in the skill and another reaction matching it) OR do the old weapon skill cheat with ranged weapons like the last DF version did, not tested but ranged weapons still act weird or giving a new weapon a different skill to use/train  while sparing.
http://www.bay12games.com/forum/index.php?topic=25746.0
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userpay

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Re: Training Military
« Reply #9 on: April 05, 2010, 11:30:51 pm »

It appears that adding it to an already genned world does not work, or at least its not appearing.
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shadowclasper

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Re: Training Military
« Reply #10 on: April 05, 2010, 11:31:13 pm »

Now, final question, I have no clue how to put this into my raws >_>; can somebody explain?
this topic explains completely: http://www.bay12games.com/forum/index.php?topic=52947.0

but for summary:

1) go into raws and reaction_other.txt and add in the custom reactions in OP (just copy paste at the end. PLEASE don't change it unless there's an error in the error log as you mentioned something needing to be changed. DF2010 is new version and might've changed a bit)

2) find building_custom.txt do the same but the custom building in OP

3) go into entity file and in the dwarfs/mountain add in the last box of code in OP into there

4) regen as i doubt adding this into the save file version of the raw will properly add in the new "workshop".

Reason I said there needed to be a change is that AXE and HAMMER and SWORD are all listed (in mountain) as AXE_BATTLE, HAMMER_WAR, and SWORD_SHORT universally >_>;

but thank you ^^
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Upright Path

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Re: Training Military
« Reply #11 on: April 06, 2010, 12:04:32 am »

I know that Sword works fine. As I was running a test of it while I was making the post. My dwarf picked up a wooden training short sword, and went up to dabbling after a couple of reaction run throughs.
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shadowclasper

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Re: Training Military
« Reply #12 on: April 06, 2010, 12:13:18 am »

All I know is that EVERYWHERE ELSE in the raws it's refered to as a SWORD_SHORT >_>;

maybe if you have SWORD it'll work for all swords?
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soul4hdwn

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Re: Training Military
« Reply #13 on: April 06, 2010, 12:23:42 am »

All I know is that EVERYWHERE ELSE in the raws it's refered to as a SWORD_SHORT >_>;

maybe if you have SWORD it'll work for all swords?
checked/compared the item_weapon file, seems it's based on the skill for weapon item type.
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Upright Path

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Re: Training Military
« Reply #14 on: April 06, 2010, 12:24:50 am »

I'm not sure. I just did a search on the weapon names in the String Dump, and ignored any that were not in all caps...

Oh! Grip size. Or some metric like that is used to define on the sword a dwarf can use. SWORD is the name of the skill to use a Sword, then the creature's size and shape decides what TYPE of sword (Size) they can use. It's listed as Short Sword everywhere, because it is a short sword that is well... Short enough for a dwarf to use.

For weapons, their TYPE seems to be the SKILL used to wield it, whereas the SUBTYPE? is the actual definition name.
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