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Messages - CulixCupric

Pages: 1 ... 4 5 [6] 7
76
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: September 19, 2015, 11:20:43 pm »
Oh dear Armok, suicide bombing diseases. Give it a delayed effect, and let the victim go to the booze pile . . .

Bye bye fortress.

also made this... because...

Code: [Select]
[INTERACTION:DISEASE_URISTMC]

[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_AFFECTED_CREATURE:DWARF:ALL]

[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:Urist]
[SYNDROME]
[SYN_CONTACT]
[SYN_AFFECTED_CREATURE:DWARF:ALL]
[CE_DISPLAY_NAME:NAME:Urist Mc:Urist Mc:Urist-like:START:0]

77
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: September 19, 2015, 11:13:10 pm »
And if I use that counter, it replaces any need for bites or contact poisons, right?

[CAN_DO_INTERACTION:CAVE_WEAKNESS]
         [CDI:ADV_NAME:Activate Fear]
         [CDI:TARGET:A:SELF_ONLY]
         [CDI:WAIT_PERIOD:16800]
         [CDI:FREE_ACTION]

will use it when they can on themselves, interaction effect is all up to you

so if i make a syndrome that turns them into a creature with [HOMEOTHERM:99099] and that has blood that gives the syndrome to others on contact... contagious exploding disease?

78
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: September 19, 2015, 10:39:39 pm »
Is this a good start?

Code: [Select]
[OBJECT:INTERACTION]

[INTERACTION: DEEP_TERROR]
[I_SOURCE:REGION]
[IS_REGION:ALL]
[IS_FREQUENCY:100]
[IS_HIST_STRING_1: cursed]
[IS_HIST_STRING_2: to forever dread the depths of the world.]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_AFFECTED_CREATURE:MRRROW:ALL]
[IT_CANNOT_TARGET_IF_ALREADY_AFFECTED]
[I_EFFECT:ADD_SYNDROME]
[SYNDROME]
[SYN_NAME:cave sickness]
[SYN_AFFECTED_CREATURE:Mrrrow:ALL]
[CE_DIZZINESS:SEV:100:PROB:100:RESISTABLE:START:10:END:25]
[CE:COUNTER_TRIGGER:CAVE_ADAPT:16800:NONE:REQUIRED]
[CE_NAUSEA:SEV:100:PROB:100:RESISTABLE:START:10:END:25]
[CE:COUNTER_TRIGGER:CAVE_ADAPT:33600:NONE:REQUIRED]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_LOCATION:IN_WATER]
[IE_LOCATION:IN_MAGMA]

The symptoms are just placeholders until I've got the format figured out properly.

you could attach it to its blood.

Code: [Select]
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[ENTERS_BLOOD]
[SYNDROME]
[SYN_INHALED]
[SYN_INJECTED]
[SYN_INGESTED]
[CE_BODY_MAT_INTERACTION:MAT_TOKEN:BLOOD:START:1]
[SYN_NAME:cave sickness]
[SYN_AFFECTED_CREATURE:Mrrrow:ALL]
[CE_DIZZINESS:SEV:100:PROB:100:RESISTABLE:START:10:END:25]
[CE:COUNTER_TRIGGER:CAVE_ADAPT:16800:NONE:REQUIRED]
[CE_NAUSEA:SEV:100:PROB:100:RESISTABLE:START:10:END:25]
[CE:COUNTER_TRIGGER:CAVE_ADAPT:33600:NONE:REQUIRED]

EDIT: any way to make a blood-born contact syndrome that makes a creature explode into a bloody mess, spreading it's blood syndrome to everyone in the blast?

79
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: September 19, 2015, 06:45:53 pm »
Okay, so I'm trying to create a syndrome that encourages my modded race to spend as little time underground as necessary. Mainly by giving them horrible symptoms if they stay underground for extended periods of time. Is Cave Adaptation a valid trigger for non-dwarves too?

ETA: And second question: Is there a way to make them be born with it? I realized if Cave Adaptation is a valid counter then chances are everyone in my species IS born with it.
i think that's correct. here's a fragment that may do what you want for the symptoms.

Code: [Select]
[SYNDROME]
[CE_DIZZINESS:SEV:100:PROB:100:RESISTABLE:START:10:END:25]
[CE:COUNTER_TRIGGER:CAVE_ADAPT:1200:NONE:REQUIRED]
[CE_NAUSEA:SEV:100:PROB:100:RESISTABLE:START:10:END:25]
[CE:COUNTER_TRIGGER:CAVE_ADAPT:1200:NONE:REQUIRED]

80
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: September 19, 2015, 01:23:57 pm »
there are a couple of scripts that can trigger on certain events such as a completed reaction and then run other scripts, which may or may not cause a syndrome on the performing dwarf, cause the apocalypse, etc. so reaction->syndrome is entirely possible. in fact, you could bestow a syndrome on all dwarves instead, or certain kinds of units, or any dwarv that has a certain characteristic and so on.

Spoiler (click to show/hide)


that should typically come with dhack if i am not mistaken, otherwise you may want to check the 3rdParty&utilities forum or expewnents git: https://github.com/expwnent?tab=repositories
those are in the hack folder of dfhack, how do i use them inside of reactions though?

81
DF Modding / Re: Spiders
« on: September 19, 2015, 01:20:34 pm »
mistook [VERMIN_EATER] for [HUNTS_VERMIN] fixed the error, and added a shearable hair layer made of silk.

Code: [Select]
[CREATURE:SPIDER_DOMESTIC]
[DESCRIPTION:A small arachnid, domesticated for silk production.]
[NAME:barn spider:barn spiders:barn spider]
[CASTE_NAME:barn spider:barn spiders:barn spider]
[CREATURE_TILE:161][COLOR:7:0:0]
[PETVALUE:28]
[PREFSTRING:soft silk]
[COMMON_DOMESTIC]
[BENIGN][MEANDERER][PET]
[PARALYZEIMMUNE]
[WEBIMMUNE]
[HUNTS_VERMIN]
[FREQUENCY:100]
[BIOME:SUBTERRANEAN_WATER]
[BIOME:SUBTERRANEAN_CHASM]
[UNDERGROUND_DEPTH:1:2]
[BIOME:ANY_LAND]
[POPULATION_NUMBER:250:500]
[TRIGGERABLE_GROUP:5:50]
[SMALL_REMAINS]
[APPLY_CREATURE_VARIATION:STANDARD_WALKING_GAITS:9000:8900:8825:8775:9500:9900] 1 kph
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:9000:8900:8825:8775:9500:9900] 1 kph
[APPLY_CREATURE_VARIATION:STANDARD_CLIMBING_GAITS:9000:8900:8825:8775:9500:9900] 1 kph
[STANCE_CLIMBER][NATURAL_SKILL:CLIMBING:15]
[ALL_ACTIVE]
[NO_SLEEP]
[HOMEOTHERM:10040]
[LOW_LIGHT_VISION:10000]
[NOT_BUTCHERABLE]
[NOPAIN][EXTRAVISION][NOSTUN][NOFEAR]
[NOBONES]
[BODY:SPIDER:2EYES:HEART:GUTS:BRAIN:MOUTH]
[BODY_DETAIL_PLAN:CHITIN_MATERIALS]
[USE_MATERIAL_TEMPLATE:HAIR:HAIR_TEMPLATE]
[SELECT_MATERIAL:HAIR]
[STATE_NAME:ALL_SOLID:silken fur]
[STATE_ADJ:ALL_SOLID:silken fur]
[SILK]
[BODY_DETAIL_PLAN:CHITIN_TISSUES]
[ATTACK:STING:BODYPART:BY_CATEGORY:MOUTH]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_CANLATCH]
[USE_MATERIAL_TEMPLATE:SILK:SILK_TEMPLATE]
[WEBBER:LOCAL_CREATURE_MAT:SILK]
[MILKABLE:LOCAL_CREATURE_MAT:SILK:20000]
[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:CHITIN:FAT:MUSCLE]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
[HAS_NERVES]
[USE_MATERIAL_TEMPLATE:ICHOR:ICHOR_TEMPLATE]
[BLOOD:LOCAL_CREATURE_MAT:ICHOR:LIQUID]
[CREATURE_CLASS:GENERAL_POISON]
[GETS_WOUND_INFECTIONS]
[GETS_INFECTIONS_FROM_ROT]
[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]
[BODY_SIZE:0:0:60]
[BODY_SIZE:1:0:1500]
[BODY_SIZE:2:0:3000]
[MAXAGE:10:15]
[HOMEOTHERM:10040]
[CASTE:FEMALE]
[FEMALE]
[LAYS_EGGS]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGGSHELL:SOLID]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGG_WHITE:LIQUID]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGG_YOLK:LIQUID]
[EGG_SIZE:70]
[CLUTCH_SIZE:3:12]
[CASTE:MALE]
[MALE]
[SELECT_CASTE:ALL]
[SET_TL_GROUP:BY_CATEGORY:ALL:HAIR]
[TL_COLOR_MODIFIER:WHITE:1]
[TLCM_NOUN:silk:SINGULAR]
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:0:0:0:0:0:0:0]
[APP_MOD_NOUN:silk:SINGULAR]
[APP_MOD_RATE:1:DAILY:0:300:0:0:NO_END]
[APP_MOD_DESC_RANGE:10:50:100:150:200:300]
[SHEARABLE_TISSUE_LAYER:LENGTH:300]
[SET_TL_GROUP:BY_CATEGORY:ALL:CHITIN]
[TL_COLOR_MODIFIER:WHITE:1]
[TLCM_NOUN:chitin:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:BLACK:1]
[TLCM_NOUN:eyes:PLURAL]

82
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: September 19, 2015, 12:26:36 am »
how does one create books, or create a reaction that results in a book?

EDIT: is there any errors or mistakes here?

Code: [Select]
reaction_culix_library

[OBJECT:REACTION]

[REACTION:CREATE_TOOL_CANDLE_FROM_TALLOW] candle light
[NAME:make candle from tallow]
[BUILDING:WORKSHOP_LAB_SCHOLAR:CUSTOM_T]
[REAGENT:tallow:150:GLOB:NONE:NONE:NONE][REACTION_CLASS:TALLOW][UNROTTEN]
[PRODUCT:100:1:TOOL:ITEM_TOOL_CANDLE:GET_MATERIAL_FROM_REAGENT:tallow:NONE]
[SKILL:SOAP_MAKING]

[REACTION:CREATE_TOOL_CANDLE_FROM_WAX] candle light
[NAME:make candle from wax]
[BUILDING:WORKSHOP_LAB_SCHOLAR:CUSTOM_W]
[REAGENT:wax:150:GLOB:NONE:NONE:NONE][REACTION_CLASS:WAX]
[PRODUCT:100:1:TOOL:ITEM_TOOL_CANDLE:GET_MATERIAL_FROM_REAGENT:wax:NONE]
[SKILL:WAX_WORKING]

[REACTION:CREATE_TOOL_NOTEBOOK] dummy out later
[NAME:bind notebook]
[BUILDING:WORKSHOP_LAB_SCHOLAR:CUSTOM_B]
[REAGENT:leather:2:SKIN_TANNED:NONE:NONE:NONE]
[REAGENT:cloth:10:CLOTH:NONE:NONE:NONE][MIN_DIMENSION:10000]
[PRODUCT:100:1:TOOL:ITEM_TOOL_NOTEBOOK:GET_MATERIAL_FROM_REAGENT:leather:NONE]
[SKILL:LEATHERWORK]

[REACTION:ACTION_STUDY_WRITE_BOOK]
[NAME:bind book]
[BUILDING:WORKSHOP_LAB_SCHOLAR:CUSTOM_B]
[REAGENT:leather:2:SKIN_TANNED:NONE:NONE:NONE]
[REAGENT:cloth:10:CLOTH:NONE:NONE:NONE][MIN_DIMENSION:10000]
[PRODUCT:100:1:BOOK:NO_SUBTYPE:GET_MATERIAL_FROM_REAGENT:leather:NONE]
[SKILL:LEATHERWORK]

[REACTION:CREATE_TOOL_PENCIL]
[NAME:make pencils]
[BUILDING:WORKSHOP_LAB_SCHOLAR:CUSTOM_P]
[REAGENT:wood:1:WOOD:NONE:NONE:NONE]
[REAGENT:graphite:1:ANY_RAW_MATERIAL:NONE:INORGANIC:GRAPHITE]
[REAGENT:mortar:1:TOOL:ITEM_TOOL_MORTAR:NONE:NONE]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[REAGENT:pestal:1:WEAPON:ITEM_TOOL_PESTLE:NONE:NONE]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:100:TOOL:ITEM_TOOL_PENCIL:GET_MATERIAL_FROM_REAGENT:wood:NONE]
[SKILL:CARPENTRY]

[REACTION:ACTIONSTUDY_COMPILE_NOTES] uses candle light and study tools
[NAME:compile notes]
[BUILDING:WORKSHOP_SKILL_LIBRARY:CUSTOM_C]
[REAGENT:notebook:1:BOOK:NONE:NONE:NONE]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[REAGENT:pencil:1:TOOL:ITEM_TOOL_PENCIL:NONE:NONE]
[REAGENT:candle:1:TOOL:ITEM_TOOL_CANDLE:NONE:NONE]
[REAGENT:notes:10:TOOL:ITEM_TOOL_NOTEPAGES:NONE:NONE]
[REAGENT:cloth:1:CLOTH:NONE:NONE:NONE][MIN_DIMENSION:10000]
[IMPROVEMENT:50:notebook:PAGES:GET_MATERIAL_FROM_REAGENT:cloth:NONE]
[SKILL:ORGANIZATION]

[REACTION:ACTIONSTUDY_CREATE_NOTES]
[NAME:make notes]
[BUILDING:WORKSHOP_SKILL_LIBRARY:CUSTOM_N]
[REAGENT:notebook:1:BOOK:NONE:NONE:NONE]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[REAGENT:calculator:1:TOOL:ITEM_TOOL_ABACUS:NONE:NONE]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[REAGENT:pencil:1:TOOL:ITEM_TOOL_PENCIL:NONE:NONE]
[REAGENT:candle:1:TOOL:ITEM_TOOL_CANDLE:NONE:NONE]
[REAGENT:cloth:1:CLOTH:NONE:NONE:NONE][MIN_DIMENSION:10000]
[IMPROVEMENT:5:notebook:PAGES:GET_MATERIAL_FROM_REAGENT:cloth:NONE]
[PRODUCT:100:1:TOOL:ITEM_TOOL_NOTEPAGES:GET_MATERIAL_FROM_REAGENT:cloth:NONE]
[SKILL:WRITING]

[REACTION:ACTIONSTUDY_PRACTICE_REVIEW]
[NAME:review notes]
[BUILDING:WORKSHOP_SKILL_LIBRARY:CUSTOM_R]
[REAGENT:notebook:1:BOOK:NONE:NONE:NONE]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[REAGENT:notes:1:TOOL:ITEM_TOOL_NOTEPAGE:NONE:NONE]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[REAGENT:pencil:1:TOOL:ITEM_TOOL_PENCIL:NONE:NONE]
[REAGENT:candle:1:TOOL:ITEM_TOOL_CANDLE:NONE:NONE]
[REAGENT:notes:5:TOOL:ITEM_TOOL_NOTEPAGES:NONE:NONE]
[REAGENT:cloth:1:CLOTH:NONE:NONE:NONE][MIN_DIMENSION:10000]
[IMPROVEMENT:5:notebook:PAGES:GET_MATERIAL_FROM_REAGENT:cloth:NONE]
[PRODUCT:25:1:TOOL:ITEM_TOOL_NOTEPAGES:GET_MATERIAL_FROM_REAGENT:cloth:NONE]
[SKILL:KNOWLEDGE_ACQUISITION]


83
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: September 18, 2015, 09:25:24 pm »
I am working on various workshops, called shrines, and i'm not sure how to make use of them. I want them to be used for rituals and such, how would I do that? can they only be used for reactions? how can i make reactions that result in effects?

is reaction>item>ingestion>syndrome the only method?

EDIT:

is this mistake free? can it be improved?

Code: [Select]
[INORGANIC:POTION_NOCTURIAN]
[DISPLAY_COLOR:4:4:1][TILE:139]
[USE_MATERIAL_TEMPLATE:PLANT_ALCOHOL_TEMPLATE]
[EDIBLE_RAW]
[PREFIX:NONE]
[STATE_NAME_ADJ:ALL_SOLID:frozen blood of nocturne]
[STATE_NAME_ADJ:LIQUID:blood of nocturne]
[STATE_NAME_ADJ:GAS:boiling blood of nocturne]
[MAT_FIXED_TEMP:10067]
[MELTING_POINT:1000]
[BOILING_POINT:21000]
[SYNDROME]
[SYN_NAME:nocturian curse]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_IMMUNE_CREATURE:NOCTURIAN:ALL]
[CE_BODY_TRANSFORMATION:START:100]
[CE:CREATURE:NOCTURIAN:DEFAULT]

84
DF Modding / Re: Spiders
« on: September 18, 2015, 05:03:14 pm »
Okay, I have them working. you do have to uncage them of course, doing so in a closed room that will be a silk farm works well. assigning them to a pit room with nest boxes works too.
UPDATE: as vermin, they get eaten by each other, and cats... i think i am going to make them non-vermin, and have them place webs as a custom interaction...
UPDATE: couldn't figure out how to do a material emission that isn't an attack... made them milkable for silk instead.
---

85
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: September 18, 2015, 01:18:43 am »
Yes, though it may mess up the pre-generated soldiers that get stuck with rifles, as they will have no ammo to fire. You could create a custom reaction for the rifle as well, if you do not want the civilization to be able to use rifles right off the bat.

Will do that, thanks for the idea.

86
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: September 18, 2015, 12:12:09 am »
So long as you have ammo, you can fire the weapon.

Weapons cannot use interactions without DFHack, and I don't know enough about that to tell you how it works.

Not quite sure what you mean by making ammunition single-use. It already is, as the only instance where ammo isn't destroyed is if it falls at least one Z-level without hitting anything.
Thanks. So i don't need to include the ammo in the entity raws and they can obtain it only through the reaction if i just include this in the entity file?

Code: [Select]
        [WEAPON:ITEM_WEAPON_RIFLE_INFANTRY]
[PERMITTED_REACTION:CREATE_ASH_GUNPOWDER]
[PERMITTED_REACTION:CREATE_RIFLE_AMMO]

87
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: September 17, 2015, 11:52:27 pm »
if i were to made a new ammo, and make a special reaction for it's creation, and NOT include it in entity files for races, but DO include the weapons that use its ammo class, would they be able to fire the weapons?

here's the code...
dummy material for gunpowder
Code: [Select]
[INORGANIC:STONE_GUNPOWDER]
[USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:gunpowder][DISPLAY_COLOR:7:7:1][TILE:34]
[IS_STONE]
[SOLID_DENSITY:2787]
[MATERIAL_VALUE:3]
[NO_STONE_STOCKPILE]

reactions for gunpowder creation (charcoal, saltpeter, and sulfur[brimstone]), and rifle ammunition...
Code: [Select]
[REACTION:CREATE_ASH_GUNPOWDER]
[NAME:create gunpowder]
[BUILDING:KILN:NONE]
[REAGENT:saltpeter:1:BOULDER:NONE:INORGANIC:SALTPETER]
[REAGENT:sulfur:1:BOULDER:NONE:INORGANIC:BRIMSTONE]
[REAGENT:charcoal:150:BAR:NO_SUBTYPE:COAL:CHARCOAL]
[REAGENT:bag:1:BOX:NONE:NONE:NONE][EMPTY][BAG][PRESERVE_REAGENT]
[PRODUCT:100:1:POWDER_MISC:NONE:INORGANIC:STONE_GUNPOWDER][PRODUCT_DIMENSION:150]
[PRODUCT_TO_CONTAINER:bag]
[SKILL:SMELT]

[REACTION:CREATE_RIFLE_AMMO]
[NAME:create riffle ammo]
[BUILDING:CRAFTSMAN:NONE]
[REAGENT:metal:150:BAR:NO_SUBTYPE:METAL:NONE]
[REAGENT:gunpowder:1:POWDER_MISC:NONE:INORGANIC:STONE_GUNPOWDER]
[PRODUCT:100:50:AMMO:ITEM_AMMO_RIFLE_BULLET:GET_MATERIAL_FROM_REAGENT:metal:NONE]
[SKILL:FORGE_WEAPON]
the ammunition
Code: [Select]
[ITEM_AMMO:ITEM_AMMO_RIFLE_BULLET]
[NAME:rifle ammunition:rifle ammunitions]
[CLASS:BULLET_RIFLE]
[SIZE:30]
[ATTACK:BLUNT:5:50:strike:strikes:NO_SUB:3000]
[ATTACK_PREPARE_AND_RECOVER:6:6]
the rifle
Code: [Select]
[ITEM_WEAPON:ITEM_WEAPON_RIFLE_INFANTRY]
[NAME:infantry rifle:infantry rifles]
[SIZE:500]
[SKILL:HAMMER]
[RANGED:CROSSBOW:BULLET_RIFLE]
[SHOOT_FORCE:1750]
[SHOOT_MAXVEL:300]
[TWO_HANDED:0]
[MINIMUM_SIZE:20000]
[MATERIAL_SIZE:5]
[ATTACK:BLUNT:10000:4000:bash:bashes:NO_SUB:1250]
[ATTACK_PREPARE_AND_RECOVER:3:3]

and, how would i make the ammunition single use? should i make an interaction? can weapons use interactions?
could i put something like this inside the rifle?
Code: [Select]
[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:Hurl fireball]
[CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_CATEGORY:HAND]
[CDI:FLOW:FIREBALL]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:15]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:30]

88
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: September 17, 2015, 02:41:22 pm »
If i make a creature with this as the blood mat...

Code: [Select]
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[ENTERS_BLOOD]
[SYNDROME]
[SYN_NAME:nocturian curse]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_IMMUNE_CREATURE:NOCTURIAN:ALL]
[CE_BODY_MAT_INTERACTION:MAT_TOKEN:BLOOD:START:0]
[CE:INTERACTION:NOCTURIAN_CURSE]
[CE:SYNDROME_TAG:SYN_INGESTED]
[CE:SYNDROME_TAG:SYN_INJECTED]

and this as an attack...

Code: [Select]
[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_CANLATCH]
[SPECIALATTACK_INJECT_EXTRACT:LOCAL_CREATURE_MAT:BLOOD:LIQUID:100:100]
[SPECIALATTACK_INTERACTION:NOCTURIAN_CURSE]
[SPECIALATTACK_SUCK_BLOOD:25:50]

and this as the interaction

Code: [Select]
interaction_culix_curse_nocturnal

[OBJECT:INTERACTION]

[INTERACTION:NOCTURIAN_CURSE]

[I_SOURCE:DEITY]
[IS_USAGE_HINT:MAJOR_CURSE]
[IS_HIST_STRING_1: cursed ]
[IS_HIST_STRING_2: to prowl the night in search of blood]

[I_SOURCE:INGESTION]
[IS_HIST_STRING_1: consumed the tainted blood of ]
[IS_HIST_STRING_2: and was cursed]

[I_SOURCE:ATTACK]
[IS_HIST_STRING_1: was bitten by ]
[IS_HIST_STRING_2: and was cursed]

[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_REQUIRES:CAN_LEARN]
[IT_REQUIRES:HAS_BLOOD]
[IT_FORBIDDEN:NOT_LIVING]
[IT_FORBIDDEN:SUPERNATURAL]
[IT_CANNOT_HAVE_SYNDROME_CLASS:WERECURSE]
[IT_CANNOT_HAVE_SYNDROME_CLASS:VAMPCURSE]
[IT_CANNOT_HAVE_SYNDROME_CLASS:DISTURBANCE_CURSE]

[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[SYN_CLASS:VAMPCURSE]
[CE_BODY_TRANSFORMATION:SEV:100:PROB:25:RESISTABLE:SIZE_DILUTES:START:24000]
[CE:CREATURE:NOCTURIAN:DEFAULT]

would it cause any qualifying creature (has blood, isn't already cursed) to risk turning into one? if not, what can i do to fix it so it will?

89
DF Modding / [MODDING] ITEMS (CLOTHING/WEAPON/TOOL/ETC) QUESTIONS THREAD
« on: September 17, 2015, 01:28:10 pm »
Here is where to ask questions about various item modding and tokens.
(Further info/edits pending...)

http://dwarffortresswiki.org/index.php/Token
http://dwarffortresswiki.org/index.php/DF2014:Ammo_token
http://dwarffortresswiki.org/index.php/DF2014:Armor_token
http://dwarffortresswiki.org/index.php/DF2014:Tool_token
http://dwarffortresswiki.org/index.php/DF2014:Trap_component_token
http://dwarffortresswiki.org/index.php/Weapon_token
http://dwarffortresswiki.org/index.php/DF2014:Skill_token

NOTE: I didn't see one, and knowing I am likely going to ask a lot of questions about it, and so are others, i decided to make this one thread, instead of a numerically larger number of smaller threads.

90
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: September 17, 2015, 12:58:06 pm »
Note: Not trying to shoot you down Culix, there are many ways to go about this, Meph has Frost Giants and I believe they are made from a custom Ice that he made so they can survive in the hottest of locations and not melt and die, but still be made from Ice, So your method of making a Faux Ice is viable.
No offense taken, I appreciate the response, input, and advice. I don't know much about forgotten beast/titan/clown gen.

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