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Messages - Earthbound Modder

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16
DF Adventure Mode Discussion / Re: Adventure Mode Little Questions Thread
« on: February 06, 2020, 06:21:20 pm »
Just from tooling around with the new version, there are a few things I'm confused about.
Is there a way to make traveling companions you don't control mount a horse you've given them?
Is there a handy way to get pets to travel through doors?
It seems that "foul goings on at [inset site here]" used to relate specifically to necromancy, but I've gotten that rumor given to me relating to fortresses, and the sites are usually filled with armed men. Does this mean there's a necromancer in hiding, or has that rumor been broadened to other nefarious activities?
How does the filter string work when talking about a rumor? I can never seem to get it to work to get to my deeds, sifting through "a kea attacked me", is there a tried and true method to sift through the irrelevant events?

Quote
Is there a way to make traveling companions you don't control mount a horse you've given them?

If you're on a mount, I believe that (if they have been gifted the creature as a pet) they should get on their mount and follow suite after you are moving for a couple turns.

Quote
How does the filter string work when talking about a rumor? I can never seem to get it to work to get to my deeds, sifting through "a kea attacked me", is there a tried and true method to sift through the irrelevant events?

It's a bizarre system: if you want to get to an event about you killing "Modub" the giant, you shouldn't search Modub in the filter instead of giant. That's one of the reason's its so important to collect trophies in adventure: you can remember the names of things as you kill them. Other than that, I usually try to remember page number of events in the rumor dialogue so I can return to the page of the rumor dialogue later or at least use it as reference.

17
Has anyone ever made a reaction that successfully uses skulls (not just bones, but skulls specifically)?
Maybe make the reaction require a TOTEM item, which can be only made from skulls?
http://dwarffortresswiki.org/index.php/DF2014:Item_token

Or maybe put a reaction class on every creature skull's bonematerial, and require that class in reagent.
Spoiler (click to show/hide)


Is there a method of demanding that skulls are the item provided? Basically in a manner similar to the totem-creating reaction that's probably hard-coded.

Thanks for the response btw that was really useful.

18
Not sure if this goes here, but which mods use the secrets system to add magic other than necromancy? I wanna make a personal magic mod and I'd like to dissect how other people have done it, so I know I'm not screwing up.

Making an Earthbound mod right now, and I heavily relied on slabs for a while.

Also what I've found is that if you want multiple slabs in a world, it may be easier to completely remove the  [IS_SPHERE:X] from the secret/ secrets altogether. It seems like that may make it so multiple deities claim the secret rather than those just belonging to the "fire" sphere or what have you. Just did this today to a positive result.

Otherwise, you could try reactions (sacrifice etc.) utilizing materials exclusively used for magic-learning, thought I usually relegate that to adventure mode. If that wasn't clear I could provide an example as well, if you're wondering where to start.

19
Anyone know if a regional summoning interaction is possible? I've tried several variations but no dice just yet.

20
How do I get a disease interaction to spread via blood? Preferably with contact transmitting it.

If I'm correct, that would require a special blood material with a syndrome to be used as a creature's blood (like creature specific venom templates). The syndrome would be similar to the cave blob fluid, at least in the fact that it would use SYN_CONTACT.


21
Has anyone ever made a reaction that successfully uses skulls (not just bones, but skulls specifically)?

23
Does someone mind pointing me to me how I can extract the raws from a world? The token RAISE_GHOST is being accepted as an I_EFFECT in interactions, but isn't currently doing anything in the arena when tested.

For example, this code

Code: [Select]
[INTERACTION:RAISEGHOST]
[I_TARGET:A:CORPSE]
[IT_LOCATION:CONTEXT_ITEM]
[IT_AFFECTED_CLASS:GENERAL_POISON]
[IT_MANUAL_INPUT:corpses]
[I_EFFECT:RAISE_GHOST]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:raisedghost]

...doesn't do anything in arena, though it doesn't leave anything in the error log denoting an incorrect I_EFFECT.

24
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: February 02, 2020, 07:38:03 pm »
Does anyone know if it is possible to create a regional summoning effect that targets creatures? I've tried several combinations and nothing seems to work yet.

25
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: February 02, 2020, 07:08:36 pm »
I can't start (in adventure mode) as a member of a modded civ I made. Their site type is caves, but I also made kobolds playable and it's completely possible to start as a kobold, so the caves thing can't be why. The civ is from 44.12 and was completely functional at that point.

Does the civ have the entity token [ALL_MAIN_POPS_CONTROLLABLE]? Additionally, is the biome that the civ spawns in present in the world?

26
Also, if there isn't, the token MAGICAL will be useful for summons, since it has no actul use AFAIK.

A bit of a pain that the summoning interaction happens to have the limitation of "only random creatures not on the blacklist", but if it can be made to consistently spawn a debug creature and transform it/give it interactions, it'll open up a whooole lot of interaction loops that I believe were entirely dependent on dfhack before to work i think.

So we could use the MAGICAL token on the debug creature which then gets transformed into the appropriate creature with a secondary transformation (assuming you can target just summoned creatures?).  If you can't target just summoned creatures, maybe you could spread an AOE effect with an instant syndrome that only transforms the debug creature (maybe using the TRAILING_VAPOR_FLOW aimed at the summon location, or the new weather effect to summon a mist which only transforms the debug creature?

The summons argument takes multiple restrictions right?  So you could use the MAGICAL token in conjunction with tokens that have minimal effects on newly summoned creatures to further specify the desired summons.  Actually, since you can also blacklist tokens, you can get 2^tokens number of specifiable summons based on the exact combination of and presence/absence of tokens.


Ok, So I was searching through the Future Of The Fortress thread and Toady specified a method of summoning specific creatures! Here's the code to summon  a human that you can test in arena.


Code: [Select]
[INTERACTION:SUMMON HUMAN]
   [I_TARGET:A:LOCATION]
      [IT_LOCATION:CONTEXT_LOCATION]
   [I_TARGET:B:LOCATION]
      [IT_LOCATION:RANDOM_NEARBY_LOCATION:A:5]
   [I_EFFECT:SUMMON_UNIT]
      [IE_TARGET:B]
      [IE_IMMEDIATE]
[CREATURE:HUMAN:ALL]
      [IE_TIME_RANGE:200:300]
[IE_MAKE_PET_IF_POSSIBLE]

and here's a "secret" that would allow you to create a "summoner" class to use it in the arena:

Code: [Select]
[INTERACTION:SUMMON SECRET]
[I_SOURCE:SECRET]
[IS_NAME:the secrets of congregation]
[IS_SECRET_GOAL:IMMORTALITY]
[IS_SECRET:SUPERNATURAL_LEARNING_POSSIBLE]
[IS_SECRET:MUNDANE_RESEARCH_POSSIBLE]
[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:CAN_LEARN]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:Summoner]
[SYNDROME]
[CE_CAN_DO_INTERACTION:START:0:ABRUPT]
[CDI:ADV_NAME:Summon a human]
[CDI:INTERACTION:SUMMON HUMAN]
[CDI:USAGE_HINT:DEFEND]
[CDI:VERB:wave wildly:waves wildly:NA]
[CDI:WAIT_PERIOD:10]

[CREATURE:HUMAN:ALL] being the key, the unedited form being:
 
[CREATURE:<creature name>:<caste name>].

I was fairly excited to post this after it had worked for me several times when tested. With the influx of questions and disappointment coming in regarding inability to summon specific creatures, I'll see if I can get the chance to throw this in the wiki to help others.

27
Does anyone know if the "shrine blessing" system can be modded, or point me to how it functions? Being able to use a system like that would be enormously helpful with a mod I'm developing.

It's in the scope of hardcoded procedural stuff. You might be able to make your own blessing interactions and get them to appear by reducing the number of generated blessings to 0 in advanced world gen, but I don't think you have much more control over it than that.

Hey thanks for the response that's super helpful! Are blessings gained through the divination dice, or through another system?

If they're gained by the altar, is that a reaction, or how is it used?

28
Does anyone know if the "shrine blessing" system can be modded, or point me to how it functions? Being able to use a system like that would be enormously helpful with a mod I'm developing.

29
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: January 30, 2020, 06:42:22 pm »
Has anyone cracked "blessings" yet? Is that a moddable system connected to divination and dice rolls or something else entirely?

30
DF Adventure Mode Discussion / Re: Adventure Mode Little Questions Thread
« on: January 30, 2020, 06:37:05 pm »
How do you use the party tactics mode?

If I'm correct, you press shift, then e (so 'E'). "Tactical" should appear in the top left-hand corner in green font.

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