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Author Topic: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)  (Read 420378 times)

Rose

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2910 on: May 29, 2011, 10:41:17 pm »

I have a quick question. What language is dwarf fortress programmed in?

Brainfuck.
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Montague

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2911 on: May 29, 2011, 11:53:48 pm »

I have a quick question. What language is dwarf fortress programmed in?

I'm guessing BASIC, sadly enough.
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3

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2912 on: May 30, 2011, 12:10:19 am »

It's C++.
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Angel Of Death

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2913 on: May 30, 2011, 05:54:24 am »

How do I make my creature show up in haunted forests? I'm pretty sure I'm meant to make its biome tag be something, but I'm not too sure what. Is it FOREST_HAUNTED?
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Ieb

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2914 on: May 30, 2011, 05:56:36 am »

As far as I remember, you can't specifically say that it only appears in haunted forests, but you can throw in [EVIL] and it'll spawn in any evil biome. Sometimes as an undead version.
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Barnox

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2915 on: May 30, 2011, 06:01:14 am »

If I put [CASTE:NORMAL_DWARF] before the [CREATURE:DWARF] tag, would I be able to, later, have a [CASTE:MUTANT_DWARF] tag, and define a completely different creature?
And would it be that simple? I plan on having normal dwarves function as they do, with 1/3 of a chance of giving birth to a genderless, unintelligent powerhouse.
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Reelyanoob

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2916 on: May 30, 2011, 06:07:37 am »

You have to put Castes inside the creature def, not before it. And yes they can have differing bodies completely. The wiki gives an example of a human race with a giant spider caste.
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Barnox

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2917 on: May 30, 2011, 06:19:57 am »

So, directly under [CREATURE:DWARF], I place [CASTE:NORMAL_DWARF], tabbed once.
Do I then need to tab everything up to the end of the Dwarf raw?
Will Male and Female automatically be included under [CASTE:NORMAL_DWARF], or do I need to do something else?

Sorry for all these questions, all I've done before is messed around with syndromes.
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Angel Of Death

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2918 on: May 30, 2011, 06:20:19 am »

I'm going to use a sample from Genesis mod to help me ask this.

[ATTACK:EDGE:5000:1950:slash:slashes:NO_SUB:1300

What do all of the things I have bolded mean?
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Barnox

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2919 on: May 30, 2011, 06:26:13 am »

Weapon raws say:
The format is ATTACK:EDGE/BLUNT:contact area:penetration size:verb2nd:verb3rd:noun:velocity multiplier

And looking at the axe raw, it has:
Code: [Select]
[ATTACK:EDGE:40000:6000:hack:hacks:NO_SUB:1250]
[ATTACK:BLUNT:40000:6000:slap:slaps:flat:1250]
[ATTACK:BLUNT:100:1000:strike:strikes:pommel:1000]
Judging by that, I'd say NO_SUB is that it doesn't replace the weapon attack text with something else. In that example, it would say "Hacks with axe" or "strikes with axe pommel".
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Angel Of Death

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2920 on: May 30, 2011, 06:28:47 am »

How about those numbers? What do they mean?
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Reelyanoob

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2921 on: May 30, 2011, 06:35:21 am »

@Barnox: the tabbing is just for ease of reading. All whitespace is ignored by the interpreter.

Defined castes are active until you change the selection. e.g.:

Use [CASTE:MALE_DORF] or [CASTE:FEMALE_DORF] the first time those castes are referred to.

Use [SELECT_CASTE:MALE_DORF] to have following tokens applied to a previously declared caste

Use [SELECT_ADDITIONAL_CASTE:FEMALE_DORF] to add to the "active" castes.

Use [SELECT_CASTE:ALL] to apply a section of tags to every declared caste. This over-rides previous selections.

Generally, put the shared stuff at the top, castes at the bottom of the creature. This makes it easier to work with and reduces errors with having the wrong selections.
« Last Edit: May 30, 2011, 06:38:41 am by Reelyanoob »
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Barnox

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2922 on: May 30, 2011, 06:40:08 am »

I'm not sure of the exact use of the values, but looking at the item_weapon raws should give you an idea of what kind of values do what, as stabbing and slashing attacks have drastically different values.

Reelyanoob, thanks again.
What I'll do is define Males and Females, and their [Male]/[Female] tags, then apply to both of them the Dwarf template, then create the Brutes after.
Is there any way to have limbs on adults that children will not have?
And I heard something about parent Castes before...
« Last Edit: May 30, 2011, 06:43:40 am by Barnox »
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Reelyanoob

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2923 on: May 30, 2011, 06:47:07 am »

Unfortunately caste is set for life, and a set body per caste. You can change baby and child names though. Beware some tags don't work inside a caste, and cause unusual stuff to happen until you unravel them. Which is part of the reason I recommend putting all the caste stuff in a block at the bottom of the creature.

don't know about parent castes, but you control the ratio of babies with POP_RATIO. POP_RATIO:0 stops a caste being born normally. but if they're a "[PET][COMMON_DOMESTIC]" caste they can be bought or immigrants bring them as pets.

The gender tags control breeding and relationships. Unfortunately parent caste does not affect child caste, so they don't breed true.
« Last Edit: May 30, 2011, 06:52:11 am by Reelyanoob »
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Angel Of Death

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2924 on: May 30, 2011, 06:51:51 am »

I've looked in the raws to help to see what the numbers do, but I am now more confused.

I know that they have something to do with damage, I just don't know what they do with the damage.
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