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Author Topic: CREATURE_CLASS and other Position token questions  (Read 1931 times)

twichyboy

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CREATURE_CLASS and other Position token questions
« on: August 28, 2011, 03:05:41 pm »

Hello everybody, i'm currently modding in gnomes into dwarf fortress and have some questions about position tokens

I added an extra caste to the gnomes, called mystic that 1 in every 20 gnomes will be born with the ability to shoot fire.
the question i have is, is it possible to make a position in their entity that requires the gnome to be one of that caste?
I read it was possible with CREATURE_CLASS but im quite unsure how to use it

also i have made many of the positions elected positions and positions that are appointed by the lower position
IE the General is appointed by his lieutenants, and the King is simply [ELECTED]
how would this effect the game?
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Knight Otu

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Re: CREATURE_CLASS and other Position token questions
« Reply #1 on: August 28, 2011, 04:22:52 pm »

I added an extra caste to the gnomes, called mystic that 1 in every 20 gnomes will be born with the ability to shoot fire.
the question i have is, is it possible to make a position in their entity that requires the gnome to be one of that caste?
I read it was possible with CREATURE_CLASS but im quite unsure how to use it
In theory, you would add [CREATURE_CLASS:blah] to the caste definition in question, and [ALLOWED_CLASS:blah] to the position definition. Unfortunately, ALLOWED_CLASS and GENDER are currently bugged (presumably through the game being able to elevate any creature from the faceless masses to the position without checking whether that creature actually can take the position).
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twichyboy

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Re: CREATURE_CLASS and other Position token questions
« Reply #2 on: August 29, 2011, 01:58:34 am »

One more question, unrelated but i dont want to start another thread for it
how would i make it so certain weapons and ammos require metal?

as in if i modded in arquebus's and shot how would i make it so that the shot require lead, or just metals

last time i tried i ended up with wooden and bone shot for Arquebus's lol
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Kipi

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Re: CREATURE_CLASS and other Position token questions
« Reply #3 on: August 29, 2011, 02:00:55 am »

One more question, unrelated but i dont want to start another thread for it
how would i make it so certain weapons and ammos require metal?

as in if i modded in arquebus's and shot how would i make it so that the shot require lead, or just metals

last time i tried i ended up with wooden and bone shot for Arquebus's lol
You must remove the weapon and ammo from entity file and make a custom reaction for those which accepts only the materials you want.

I added an extra caste to the gnomes, called mystic that 1 in every 20 gnomes will be born with the ability to shoot fire.
the question i have is, is it possible to make a position in their entity that requires the gnome to be one of that caste?
I read it was possible with CREATURE_CLASS but im quite unsure how to use it
In theory, you would add [CREATURE_CLASS:blah] to the caste definition in question, and [ALLOWED_CLASS:blah] to the position definition. Unfortunately, ALLOWED_CLASS and GENDER are currently bugged (presumably through the game being able to elevate any creature from the faceless masses to the position without checking whether that creature actually can take the position).

The bug is only in worldgen. In fortress mode those tags works without problems.
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Deon

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Re: CREATURE_CLASS and other Position token questions
« Reply #4 on: August 29, 2011, 04:46:16 am »

I wonder if anybody tried to add multiple CREATURE_CLASS to a caste and tested if it works.
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Kipi

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Re: CREATURE_CLASS and other Position token questions
« Reply #5 on: August 29, 2011, 05:05:32 am »

I wonder if anybody tried to add multiple CREATURE_CLASS to a caste and tested if it works.

You mean like keeping the [CREATURE_CLASS:GENERAL_POISON] for all the syndromes and then adding another CREATURE_CLASS to define the noble positions?

Worth of testing, would make things a lot easier.
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Knight Otu

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Re: CREATURE_CLASS and other Position token questions
« Reply #6 on: August 29, 2011, 05:24:37 am »

Worked in my mod before the entity pop rewrite broke the noble position restriction. I haven't tested since, but I'm pretty sure the creatures in question still are susceptible to poison with the added classes.
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Kipi

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Re: CREATURE_CLASS and other Position token questions
« Reply #7 on: August 29, 2011, 07:09:21 am »

Worked in my mod before the entity pop rewrite broke the noble position restriction. I haven't tested since, but I'm pretty sure the creatures in question still are susceptible to poison with the added classes.

Good to know!

By they way, it's not totally broken. I stated wrong in my last post, the CREATURE_CLASS tag doesn't work anymore but the ALLOWED_CLASS does. Basically it does the same thing.
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Quote from: zanchito
You know, they could teach maths like this at school. "There are 105 dwarves in a settlement. A goblin invasion appears and 67 die. Then a migrant wave..."

Deon

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Re: CREATURE_CLASS and other Position token questions
« Reply #8 on: August 29, 2011, 07:17:08 am »

I always thought that CREATURE_CLASS is a creature level token and ALLOWED_CLASS is an entity level token. Was it different before?
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Knight Otu

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Re: CREATURE_CLASS and other Position token questions
« Reply #9 on: August 29, 2011, 07:35:10 am »

I always thought that CREATURE_CLASS is a creature level token and ALLOWED_CLASS is an entity level token. Was it different before?
No, I'm pretty sure it's always been like this in he 0.31 releases.
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Kipi

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Re: CREATURE_CLASS and other Position token questions
« Reply #10 on: August 29, 2011, 08:42:52 am »

I always thought that CREATURE_CLASS is a creature level token and ALLOWED_CLASS is an entity level token. Was it different before?
I always thought that CREATURE_CLASS is a creature level token and ALLOWED_CLASS is an entity level token. Was it different before?
No, I'm pretty sure it's always been like this in he 0.31 releases.

That's what you get when posting in a hurry.
CREATURE_CLASS is indeed creature level token and ALLOWED_CLASS entity level and connected to CREATURE_CLASS.

I think there was one tag in entity file relating to noble positions which was not working. For some strange reason I remembered that there were tag [CREATURE_CLASS] in entity as well which was broken. But that's definitely not the case.

Need more coffee...
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Quote from: zanchito
You know, they could teach maths like this at school. "There are 105 dwarves in a settlement. A goblin invasion appears and 67 die. Then a migrant wave..."

Deon

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Re: CREATURE_CLASS and other Position token questions
« Reply #11 on: August 29, 2011, 09:05:40 am »

You probably mesant GENDER.
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Kipi

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Re: CREATURE_CLASS and other Position token questions
« Reply #12 on: August 29, 2011, 09:24:03 am »

You probably mesant GENDER.

That works as the Primates and Archpriest in Dwarf Fortress Advanced uses that tag and all the female dwarves are excluded from the list.
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Room Values - !!SCIENCE!!

Quote from: zanchito
You know, they could teach maths like this at school. "There are 105 dwarves in a settlement. A goblin invasion appears and 67 die. Then a migrant wave..."

Putnam

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Re: CREATURE_CLASS and other Position token questions
« Reply #13 on: August 29, 2011, 12:47:54 pm »

[GENDER] does not work in world gen, however.

Also, multiple [CREATURE_CLASS] tokens work well.

twichyboy

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Re: CREATURE_CLASS and other Position token questions
« Reply #14 on: August 30, 2011, 04:22:00 am »

One last unrelated question
I currently have modded in shot for my rifles however upon testing, i had a weaponsmith make some with some smelted copper, and i ended up with a stack of 3750 shot!

Code: [Select]
[REACTION:CRAFT_SHOT]
[NAME:craft shot]
[BUILDING:SMELTER:NONE]
[REAGENT:A:1:METAL:NO_SUBTYPE:NONE:NONE]
[PRODUCT:100:25:AMMO:ITEM_AMMO_SHOT:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:FORGE_WEAPON]

is there somthing wrong with this code?
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