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Messages - Lukander

Pages: [1] 2
1
DF Modding / Re: Create a necromancer civ
« on: July 08, 2015, 01:09:55 pm »
Yes it would work for variant(innate) types of Vampires and werebeasts.

 To prevent custom werebeasts settlements from collapsing simple make a variant werebeast interaction without it adding the [CRAZED] token and make sure the werecreature also lacks [CRAZED] or [OPPOSED_TO_LIFE].

 on a side note if you want werebeasts with gender that are fertile(no fertility resets due to becoming genderless or opposite gendered temporarily) try this:
Code: [Select]
(Use I_SOURCE and I_TARGET above, i.e. like innate necromancy posted above)
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[IE_ARENA_NAME:(your werecreature here+_M)]
[SYN_CLASS:WERECURSE]
[SYN_AFFECTED_CREATURE:ALL:MALE(or the ID of another MALE sexed caste)]
[CE_BODY_TRANSFORMATION:START:0]
[CE:CREATURE:(your werecreatures creature ID):(the ID of your creatures MALE sexed Caste)]
[CE:PERIODIC:MOON_PHASE:27:0]
[CE_ADD_TAG:NO_AGING:START:0]
[SYNDROME]
[IE_ARENA_NAME:(your werecreature here+_F)]
[SYN_CLASS:WERECURSE]
[SYN_AFFECTED_CREATURE:ALL:FEMALE(or the ID of another FEMALE sexed Caste]
[CE_BODY_TRANSFORMATION:START:0]
[CE:CREATURE:(your werecreatures creature ID):(the ID of your creatures FEMALE sexed Caste)]
[CE:PERIODIC:MOON_PHASE:27:0]
[CE_ADD_TAG:NO_AGING:START:0]
The only drawback is that very rarely female werecreatures can give birth to 'pure-blooded' versions of the Creature, natural(native form) members of the werebeast creature... That are also fertile.

 The above assumes you have designed your own werebeast creature already or just for this. You can limit this further by using [IT_AFFECTED_CREATURE:(creature ID):(caste ID or ALL for all castes)] within the Interactions [I_TARGET]. You can specify multiple creatures:castes by having multiple [IT_AFFECT_CREATURE] tokens listing the ones you want, all within a single [I_TARGET].

It's up to you if the werebeasts are infectious. If you want that just tinker with a variant of the sample interactions_werebeasts bite interaction, then paste your custom version along with your other interactions in the same RAW. Remember to add [SPECIALATTACK_INTERACTION:(your werecreatures custom bite interaction ID here)] token to your werecreature's (infectious)attacks.

Credit to Meph for the info/research about custom secrets for innate learning. He made his own necromancer civ that way months back(it might have been more than a year actually).

2
DF Modding / Re: Create a necromancer civ
« on: July 07, 2015, 10:14:31 pm »
The version Usul gave you is correct if you just want a creature that raises the dead... But they will still be valid targets for any [OPPOSED_TO_LIFE] creatures(undead or not), including their own(sometimes).

To prevent that make these two interactions(one is a variant of raise):
 1. this is the secret
Code: [Select]
[INTERACTION:INNATE_NECROMANCY]
[I_SOURCE:SECRET]
[IS_NAME:the secrets of life and death]
[IS_SPHERE:DEATH]
[IS_SPHERE:(any other sphere for your creature)]
[IS_SECRET:SUPERNATURAL_LEARNING_POSSIBLE]

(Add next two lines ONLY if you want necro towers)
->[IS_SECRET:MUNDANE_TEACHING_POSSIBLE]
->[IS_SECRET:MUNDANE_RECORDING_POSSIBLE:objects/text/book_instruction.txt:objects/text/secret_death.txt]

[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_REQUIRES:SUPERNATURAL]
[IT_REQUIRES:CAN_LEARN]
[IT_REQUIRES:CAN_SPEAK]
[IT_AFFECTED_CREATURE:(your creature ID Here):(a caste ID from your creature ~or~ ALL)]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:Innate Necromancer]
[SYNDROME]
[CE_ADD_TAG:NO_AGING:START:0]
[CE_CAN_DO_INTERACTION:START:0]
[CDI:ADV_NAME:Animate Corpse]
[CDI:INTERACTION:INNATE_RAISE]
[CDI:TARGET:A:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:A:10]
[CDI:VERB:gesture:gestures:NA]
[CDI:TARGET_VERB:shudder and begin to move:shudders and begins to move]
[CDI:WAIT_PERIOD:10]
2.This is the raise interaction
Code: [Select]
[INTERACTION:INNATE_RAISE]
[I_TARGET:A:CORPSE]
[IT_LOCATION:CONTEXT_ITEM]
[IT_AFFECTED_CLASS:GENERAL_POISON]
[IT_REQUIRES:FIT_FOR_ANIMATION]
[IT_FORBIDDEN:NOT_LIVING]
[IT_MANUAL_INPUT:corpses]
[I_EFFECT:ANIMATE]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:Innately Animated corpse]
[SYNDROME]
[CE_FLASH_TILE:TILE:165:3:0:0:FREQUENCY:2000:1000:START:0]
[CE_PHYS_ATT_CHANGE:STRENGTH:300:1000:TOUGHNESS:300:1000:START:0]
[CE_SPEED_CHANGE:SPEED_PERC:60:START:0]
[CE_ADD_TAG:NO_AGING:NOT_LIVING:OPPOSED_TO_LIFE(<-- you can remove this tag to make them less aggressive):EXTRAVISION:NOEXERT:NOPAIN:NOBREATHE:NOSTUN:NONAUSEA:NO_DIZZINESS:NO_FEVERS:NOEMOTION:PARALYZEIMMUNE:NOFEAR:NO_EAT:NO_DRINK:NO_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST:NOTHOUGHT:NO_THOUGHT_CENTER_FOR_MOVEMENT:NO_CONNECTIONS_FOR_MOVEMENT:START:0]
[CE_REMOVE_TAG:HAS_BLOOD:TRANCES:LIKES_FIGHTING:MISCHIEVOUS:START:0]
Note the parts in () are for you to read; they aren't code to copy-paste. Also don't copy the -> marks. Both should go into the Standard interactions RAW or into any custom interactions RAW you have already made.

 On your creature you only need to add [SPHERE:DEATH], [SPHERE:(any other sphere you want, must match the second sphere in the first interaction)], and [SUPERNATURAL].

 After this in world(and history)-generation all members of your creatures in (any) civilization will learn the first(secret-type) interaction automatically, which will grant the second interaction. To test this in the arena mode, it is like applying the necromancer(or any other) affect to something, in this case it will be called "Innate Necromancy" in the menu.

 Also note, during arena mode testing the raised corpses will not change 'factions', but in adventure and fortress mode they will be automatically loyal to those that raised them.

Credit to Meph for the info/research about custom secrets for innate learning. He made his own necromancer civ that way months back(it might have been more than a year actually).

3
DF Modding / Re: Create a necromancer civ
« on: July 02, 2015, 11:19:37 am »
 You might want to give them a custom Secret interaction(i.e. like the necromancer example in the example interacts folder, remember to make its 'child' custom RAISE interaction too).

  You will want to do this to add the [NO_AGING] tag which can only be applied by interactions and syndromes. That plus [NOT_LIVING] allows them to avoid being automatically hostile to the Undead. Do Not give them [OPPOSED_TO_LIFE] if you want them to be playable in Fortress mode(a fort auto-fails if all citizens are opposed to life for some reason).

 After you have made the custom secret interaction(and placed it into the standard interacts RAW or a custom [INTERACTION:x] Raw) make sure your creatures have the matching [SPHERE:x] token(s) and the [SUPERNATURAL] token so all members auto-learn the secret.

4
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: June 21, 2015, 05:26:44 pm »
Anyone know how to use the [APP_MOD_DESC_RANGE:X:X:X:X:X:X] token to weight the odds for a intervals in the [BP_APPEARANCE_MODIFIER:(any)BP:X:X:X:X:X:X:X] and [BODY_APPEARANCE_MODIFIER:(height/broadness/length):X:X:X:X:X:X:X] tokens?

The Wiki is less than useful(it links to a forum post, in which the relevant image link has succumbed to bit-rot).

5
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: June 20, 2015, 07:53:32 pm »
They are sort of hardcoded(see points 1 & 2)

 1.To be precise vanilla necromancy secrets, werebeast and vampire curses are procedurally generated at world gen. Changing some of your world gen settings can limit their number or eliminate them altogether. But not change them(see point 2.)

 2. There are example versions in the interaction examples folder. You can make customized variations on these, and then have them in your own custom interactions RAWs. They will be used in world gen just like the Vanilla procedural ones. Even when you set it to not create the vanilla ones at world gen.

EDIT: more ranty version of what Max™ said  :P

6
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: March 04, 2015, 01:28:31 pm »
Is there any difference between 1-3 armor levels?

The [ARMORLEVEL:*] token greater than 0 informs a dorf(or other creature) how relatively 'good' or preferable a given piece of armor is to equip. If given a choice (i.e. within a squads uniform options in fortress mode) a dorf will use the highest armor level available for a given armor item type(i.e. helms, gloves etc).

7
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: March 03, 2015, 09:43:09 am »
[OPPOSED_TO_LIFE] creatures attack those that lack the [NO_AGING] tag. [NOT_LIVING] is used to denote something that can't be reanimated(nor resurrected?) in vanilla RAWs(and Generated Creatures) primarily, [OPPOSED_TO_LIFE] creatures don't factor it in when picking out 'enemies' at all.
Um...ok.

BTW, I've been toying around with these tags and figured out that [OPPOSED_TO_LIFE] creatures don't attack [NOT_LIVING], if not provoked. However, every creature who lacks [OPPOSED_TO_LIFE] will attack creatures those having it. For no obvious reasons (even if the attacker has [AT_PEACE_WITH_WILDLIFE] and the attacked has [NATURAL]). Seems a little bit weird for me.

And no, members of same species won't attack each other just because of [OPPOSED_TO_LIFE].


UPD:
I have some more questions. Will megabeast appear if it's modded to be a cavern creature? Also, can a megabeast be a spouse converter or it's only available for night creatures?

Cavern Megabeasts should work; just give it one or more of the [SUBTERRANEAN_*] Biome types and set [UNDERGROUND_DEPTH:*:*] to range anywhere below 0(0 is the surface layer, 5 is normally the demonic 'underworld' layer).
  Valikdu found [SPOUSE_CONVERTER] Megabeasts too work just fine(they still follow the Megabeast per world pop cap though). The [LAIR::] token common to (Semi-)Megabeasts and Night Creatures appears to be the important part for it to work(the [POWER] token disrupts this because the creature may live in a Civ site instead of a Lair, at which point they also stop spouse-hunting/converting)

   I know virtually all vanilla [NOT_LIVING] creatures also have [NO_AGING] so it could be reading either tag in most cases.
The results both I (and I believe Meph) have seen in testing were: Any creature that acquires [NO_AGING] won't be targeted by [OPPOSED_TO_LIFE] ones, unless otherwise provoked(there can be loyalty-cascade issues though). I tried to make friendly necromancers and a race of 'natural' necromancer's/'undead' using innate supernatural learning of a custom secret that granted [NO_AGING] but not [OPPOSED_TO_LIFE](so they were fortress playable). Other 'undead', Husks and necromancers ignored them but would assault foreign caravans/invaders.

8
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: February 25, 2015, 03:36:23 pm »
[OPPOSED_TO_LIFE] creatures attack those that lack the [NO_AGING] tag. [NOT_LIVING] is used to denote something that can't be reanimated(nor resurrected?) in vanilla RAWs(and Generated Creatures) primarily, [OPPOSED_TO_LIFE] creatures don't factor it in when picking out 'enemies' at all.

9
DF Modding / Re: my custom civ keeps dying early in world gen
« on: February 06, 2015, 05:59:52 pm »
I am uncertain how much(if any) effect being equipped with superior metal has on worldgen battles. But, the higher VALUE of steel goods will attract Megabeast and hostile Civ attacks early on.

10
DF Modding / Re: Vampire Race
« on: December 14, 2014, 09:48:42 pm »
They might be able to use(in worldgen) an interaction provided it is a custom SECRET(with SUPERNATURAL_LEARNING); and they have the [SUPERNATURAL] tag along with the SECRETS associated [SPHERE:'FOO'] tag. Have the 'automatically' known secret bestow the vampiric effects(especially [NO_AGING] and [STERILE]).

11
Mod Releases / Re: My Little Fortress - 2014 (DF 0.40.xx)
« on: August 04, 2014, 06:06:54 pm »
Actually in a spell system that is moderately or mostly like the FoE one; the [MAGIC_NATURE] skill could stand in place of [ALCHEMY]. Leaving the [ALCHEMY] skill for the cloud stuff perhaps?

I'm currently tinkering with a system that uses secrets for worldgen and adventure mode, and a Reaction/syndrome side for Fortress mode.

12
Mod Releases / Re: My Little Fortress - 2014 (DF 0.40.xx)
« on: August 03, 2014, 03:24:32 pm »
I think I have something that may help with the flying Pegasi leaving carried items in a tree issue... Many flying creatures in DF 40.X seem to collide with trees/walls(in reality they are forced to do a climb check and fail it). Since Pegasi have free(or easily freed)Grasp parts in flight they pass the check(generally). But drop the items carried... Giving them the [STANCE_CLIMBER] tag should fix this behavior by making the checks using their Stance parts(also mouth/TK climbing seems conceptually weird and unnecessary).

13
Mod Releases / Re: My Little Fortress - 2014 (DF 0.40.xx)
« on: July 31, 2014, 12:01:03 pm »
Well off the top of my head in descriptor_color_pony.txt you have:
 
Code: [Select]
[COLOR:1]
[NAME:mysterious]
[WORD:BLACK]
[RGB:0:0:0]
are any of the castes calling that color descriptor?

because even with cntrl+F search I so far can't find a instance of 1: as a color in creature_pony_pony.txt, so far...

14
Mod Releases / Re: My Little Fortress - 2014 (DF 0.40.xx)
« on: July 30, 2014, 05:38:44 pm »
bugged in the sense that you can find it in the error log or just wonky and not in the log?(to clarify is it: missing, mismatched in the sense that it won't be interpreted by the RAW parser, or mismatched in the sense that it's parsed and accepted but unwanted. The first two will show in the errorlog.txt)

If you just want to find it in one of the RAWs a cntrl+F search in notepad should find it(I have the feeling you already know notepad search, but just in case).

15
Mod Releases / Re: My Little Fortress - 2014 (DF 0.40.xx)
« on: July 30, 2014, 10:59:13 am »
Besides the jugular be a weak point, the new neck part(basically the spinal column in the real neck) is a key weak point. severely damaging it(especially to the point of destroying it) can make a creature a paraplegic, makes the other 'neck' parts vulnerable to pulping and severing(decapitation) etc. This part in vanilla DF is vulnerable to punching (obviously using a weapon is better though); and accounts for a number of unarmed kills... Well, this is just something to think about if combat seems a little anomalous at times.
Ooh, and plate armor (specifically steel and adamantine) is more resistant to ranged attacks(very, very resistant) in vanilla. This is due to fixing bow/crossbow max velocity and fixing a internal rounding error for arrow/bolt wt. calculations(for attack purposes) etc.

Eh, pardon the info-dump. Good luck on the reactions!

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