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Messages - Warlord255

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16
Mod Releases / Re: Dwarf Fortress Revised (v2.2.0 for v0.44.12)
« on: January 31, 2020, 08:20:02 am »
I went ahead and bashed together a compatibility fix for 4.7/Villains. No content changes, did diff checks to narrow down additions to vanilla entity_default and language files.

http://dffd.bay12games.com/file.php?id=14691

17
You should still be able to do it the old way though, by giving the item material a low HEAT_DAM point.

Will that make it evaporate, or just wear down to dust very quickly?

18
Summons do not poof without IE_TIME_RANGE

 [IE_MAKE_PET_IF_POSSIBLE] makes summons friendly.

Have we tested if item summons can poof?

19
I can't seem to get item summoning to work with a location, but it works with a creature, and can summon water. That is, [IE_ITEM:100:3000:LIQUID_MISC:NONE:WATER:NONE] creates a tile of water on your target. Presumably it does magma as well.

You tried with the "random nearby location"? I was hoping to use that for an upgraded Bonfire that won't kill furnace operators... more testing required, I suppose.

20
Normally this would prevent goblin civs entirely from appearing in the world, but if there are any UNIQUE_DEMONs defined in the raws, then only those will appear as leaders of gobbos.

Holy crap! This is an incredible tool. Most delightfully, it could be possible to flip the "demons" into a series of nature-themed monsters and make Elves the demon-worshippers!

21
A test to conduct: IE_TIME_RANGE is used for the example Bogeyman summon. This is great for temporary pets, but we ought to test if it works for the item summon. Spectral swords that vanish after an appropriate amount of time would be much nicer than just littering the world with them, especially in fort mode.

22
Combing through for new tokens and listings in the other raws. One jumps out immediately: new ITEM_TOOL entries for dice and altars.

Code: [Select]
[ITEM_TOOL:ITEM_TOOL_ALTAR]
[NAME:altar:altars]
[VALUE:10]
[HARD_MAT]
[TOOL_USE:PLACE_OFFERING]
[FURNITURE]
[TILE:144]
[SIZE:500]
[MATERIAL_SIZE:6]

[ITEM_TOOL:ITEM_TOOL_DIE]
[NAME:die:dice]
[VALUE:1]
[HARD_MAT]
[TOOL_USE:DIVINATION]
[TOOL_USE:GAMES_OF_CHANCE]
[SHAPE_CATEGORY:DICE]
[USES_FACE_IMAGE_SET]
[TILE:8]
[SIZE:5]
[MATERIAL_SIZE:1]

Most remarkable is the [FURNITURE] token. This implies it's a placeable item like statues, beds and other hardcoded business. Holy crap! Whether these will be used appropriately in worldgen is anyone's guess, but the possibilities are limitless. We'll have to see if removing TOOL_USE does anything there. Since there are no new custom buildings, it appears that prayer will be a furniture-level action.

TOOL_USE:DIVINATION seems to be the key to the deity interactions we've seen. It might be possible for savage civs to use skull totems or other such items as more thematically appropriate divination tools.

No new reactions in reaction_other, reaction_smelter or reaction_adv_carpenter that I can see.

Changes to entity_default are more modest than I'd imagined. SELECT_SYMBOL entries for Merchants and Craft Guilds are added, as is RESPONSIBILITY:ESPIONAGE to some high level civ entries. TOOL:DIE and TOOL:ALTAR are added for Dwarves and Humans, but only ALTAR for Elves and Goblins; kobolds and subterranean animal peoples have no religion items, nor do they have guilds. Humans have USE_NON_EXOTIC_PET_RACE, apparently to keep them from stepping in on Elven identity as beastmasters.

Also curious: The DUNGEON_MASTER position has been (re?)added!

23
Reposting from other thread:

For those just leaping to the forum, here are new interaction bits as I can find them.

Code: [Select]
[INTERACTION:HEALING_BLESSING]
[I_SOURCE:DEITY]
[IS_USAGE_HINT:MEDIUM_BLESSING]
[IS_TRIGGER_STRING_SECOND:have]
[IS_TRIGGER_STRING_THIRD:has]
[IS_TRIGGER_STRING:been granted healing!]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_MANUAL_INPUT:recipient]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[SYN_CONCENTRATION_ADDED:1000:0]
[CE_STOP_BLEEDING:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT]
[CE_CLOSE_OPEN_WOUNDS:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT]
[CE_HEAL_TISSUES:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT]
[CE_HEAL_NERVES:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT]
[CE_REDUCE_PAIN:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT]
[CE_REDUCE_SWELLING:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT]
[CE_CURE_INFECTION:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT]
[CE_REDUCE_PARALYSIS:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT]
[CE_REDUCE_DIZZINESS:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT]
[CE_REDUCE_NAUSEA:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT]
[CE_REDUCE_FEVER:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT]
[CE_REGROW_PARTS:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT]

Holy crap! Healing and regeneration in Dorf Fort? Werecurses may no longer be the only solution to mangling, maiming and loss of limbs!

Of note, edible syndromes might now allow us to have healing herbs in the wild. Getting dwarves to use said herbs might be tricky, of course, but one immediate application is good-aligned grass which allows wounded grazing animals to regenerate. Playtesting will be necessary to see how announcements of such miraculous healing are handled.

Code: [Select]
[INTERACTION:ITEM_BLESSING]
[I_SOURCE:DEITY]
[IS_USAGE_HINT:MEDIUM_BLESSING]
[IS_TRIGGER_STRING_SECOND:have]
[IS_TRIGGER_STRING_THIRD:has]
[IS_TRIGGER_STRING:been blessed with a holy weapon!]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_MANUAL_INPUT:recipient]
[I_EFFECT:CREATE_ITEM]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ITEM:100:1:WEAPON:NONE:NONE:NONE]
[IE_ITEM_QUALITY:ARTIFACT]

Item conjuration! Looks like this uses existing item tokens, but we'll have to figure out what the non-Artifact argument for ITEM_QUALITY is if we don't want to summon artifact bread, for example.

Code: [Select]
[INTERACTION:QUALITY_BLESSING]
[I_SOURCE:DEITY]
[IS_USAGE_HINT:MEDIUM_BLESSING]
[IS_TRIGGER_STRING_SECOND:have]
[IS_TRIGGER_STRING_THIRD:has]
[IS_TRIGGER_STRING:been blessed with improved equipment!]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_MANUAL_INPUT:recipient]
[I_EFFECT:CHANGE_ITEM_QUALITY]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_CHANGE_QUALITY:2]

Perhaps this has our answer. The item quality argument may be numeric, with ARTIFACT as the final step. Also, blacksmithing interactions! However, without a reagent system, this will be tricky.

Code: [Select]
[INTERACTION:PET_BLESSING]
[I_SOURCE:DEITY]
[IS_USAGE_HINT:MEDIUM_BLESSING]
[IS_TRIGGER_STRING_SECOND:have]
[IS_TRIGGER_STRING_THIRD:has]
[IS_TRIGGER_STRING:been blessed with a pet!]
[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]
[IE_FORBIDDEN_CREATURE_FLAG:SMALL_RACE]
[IE_CREATURE_CASTE_FLAG:LARGE_PREDATOR]
[IE_CREATURE_CASTE_FLAG:NATURAL_ANIMAL]
[IE_FORBIDDEN_CREATURE_CASTE_FLAG:CANNOT_BREATHE_AIR]
[IE_FORBIDDEN_CREATURE_CASTE_FLAG:IMMOBILE_LAND]
[IE_FORBIDDEN_CREATURE_CASTE_FLAG:CAN_LEARN]
[IE_FORBIDDEN_CREATURE_CASTE_FLAG:MEGABEAST]
[IE_FORBIDDEN_CREATURE_CASTE_FLAG:SEMIMEGABEAST]
[IE_FORBIDDEN_CREATURE_CASTE_FLAG:TITAN]
[IE_FORBIDDEN_CREATURE_CASTE_FLAG:DEMON]
[IE_FORBIDDEN_CREATURE_CASTE_FLAG:UNIQUE_DEMON]
[IE_FORBIDDEN_CREATURE_CASTE_FLAG:SUPERNATURAL]
[IE_MAKE_PET_IF_POSSIBLE]

S U M M O N I N G. Also, RANDOM_LOCATION_NEARBY has applications for chaotic explosion magic. IE_MAKE_PET_IF_POSSIBLE could be responsible for the creature being immediately friendly. Without it, we may be able to summon opponents to kill...

Code: [Select]
[INTERACTION:ANIMAL_CURSE]
[I_SOURCE:DEITY]
[IS_USAGE_HINT:MEDIUM_CURSE]
[IS_TRIGGER_STRING_SECOND:have]
[IS_TRIGGER_STRING_THIRD:has]
[IS_TRIGGER_STRING:been cursed, for one week, to know life as a beast!]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_MANUAL_INPUT:victim]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[SYN_CONCENTRATION_ADDED:1000:0]
[CE_BODY_TRANSFORMATION:START:0:PEAK:0:END:8400:ABRUPT]
[CE:CREATURE_CASTE_FLAG:NATURAL_ANIMAL]
[CE:FORBIDDEN_CREATURE_FLAG:SMALL_RACE]
[CE:FORBIDDEN_CREATURE_CASTE_FLAG:LARGE_PREDATOR]
[CE:FORBIDDEN_CREATURE_CASTE_FLAG:CANNOT_BREATHE_AIR]
[CE:FORBIDDEN_CREATURE_CASTE_FLAG:IMMOBILE_LAND]
[CE:FORBIDDEN_CREATURE_CASTE_FLAG:CAN_LEARN]
[CE:FORBIDDEN_CREATURE_CASTE_FLAG:MEGABEAST]
[CE:FORBIDDEN_CREATURE_CASTE_FLAG:SEMIMEGABEAST]
[CE:FORBIDDEN_CREATURE_CASTE_FLAG:TITAN]
[CE:FORBIDDEN_CREATURE_CASTE_FLAG:DEMON]
[CE:FORBIDDEN_CREATURE_CASTE_FLAG:UNIQUE_DEMON]
[CE:FORBIDDEN_CREATURE_CASTE_FLAG:SUPERNATURAL]
[CE:HAVE_FAST_EFFORTLESS_GAIT_SPEED:1000]
[CE_ADD_TAG:NO_AGING:NO_EAT:NO_DRINK:START:0:PEAK:0:END:8400:ABRUPT]

This is stuff we mostly know already, but rather than defining a creature we're given a broad category and a ton of forbidden exceptions. This could definitely be useful going forward.

from "example - bogeyman transformation":

Code: [Select]
[CAN_DO_INTERACTION:BOGEYMAN_POLYMORPH]
[CDI:ADV_NAME:Transform]
[CDI:TARGET:A:SELF_ONLY]
[CDI:USAGE_HINT:DEFEND]
[CDI:WAIT_PERIOD:100]

Code: [Select]
[INTERACTION:BOGEYMAN_POLYMORPH]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[SYN_CONCENTRATION_ADDED:1000:0]
[CE_BODY_TRANSFORMATION:START:0:PEAK:0:END:5:ABRUPT:DWF_STRETCH:144]
[CE:FORBIDDEN_CREATURE_FLAG:SMALL_RACE]
[CE:CREATURE_CASTE_FLAG:LARGE_PREDATOR]
[CE:CREATURE_CASTE_FLAG:NATURAL_ANIMAL]
[CE:FORBIDDEN_CREATURE_CASTE_FLAG:CANNOT_BREATHE_AIR]
[CE:FORBIDDEN_CREATURE_CASTE_FLAG:IMMOBILE_LAND]
[CE:FORBIDDEN_CREATURE_CASTE_FLAG:CAN_LEARN]
[CE:FORBIDDEN_CREATURE_CASTE_FLAG:MEGABEAST]
[CE:FORBIDDEN_CREATURE_CASTE_FLAG:SEMIMEGABEAST]
[CE:FORBIDDEN_CREATURE_CASTE_FLAG:TITAN]
[CE:FORBIDDEN_CREATURE_CASTE_FLAG:DEMON]
[CE:FORBIDDEN_CREATURE_CASTE_FLAG:UNIQUE_DEMON]
[CE:FORBIDDEN_CREATURE_CASTE_FLAG:SUPERNATURAL]
[CE_ADD_TAG:NO_AGING:START:0:PEAK:0:END:5:ABRUPT:DWF_STRETCH:144]

Similar to the polymorph, this appearently allows bogeymen to masquerade as natural beasts. For what purpose, I don't know.

Entity tokens will require more digging to decipher. GLEE!

EDIT: New code in interaction_secret:

Code: [Select]
[INTERACTION:EXAMPLE SUMMON]
[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]
[IE_CREATURE_CASTE_FLAG:NIGHT_CREATURE_BOGEYMAN]
Also available: IE_CREATURE_FLAG, IE_FORBIDDEN_CREATURE_FLAG, IE_FORBIDDEN_CREATURE_CASTE_FLAG
[IE_TIME_RANGE:200:300]

[INTERACTION:EXAMPLE UNDEAD LT RAISE]
[I_TARGET:A:CORPSE]
[IT_LOCATION:CONTEXT_ITEM]
[IT_AFFECTED_CLASS:GENERAL_POISON]
[IT_REQUIRES:FIT_FOR_RESURRECTION]
[IT_FORBIDDEN:NOT_LIVING]
[IT_MANUAL_INPUT:corpses]
[IT_CANNOT_HAVE_SYNDROME_CLASS:WERECURSE]
[IT_CANNOT_HAVE_SYNDROME_CLASS:VAMPCURSE]
[IT_CANNOT_HAVE_SYNDROME_CLASS:DISTURBANCE_CURSE]
[IT_CANNOT_HAVE_SYNDROME_CLASS:RAISED_UNDEAD]
[IT_CANNOT_HAVE_SYNDROME_CLASS:RAISED_GHOST]
[IT_CANNOT_HAVE_SYNDROME_CLASS:GHOUL]
[I_EFFECT:RESURRECT]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[SYN_CONCENTRATION_ADDED:1000:0]
[SYN_CLASS:RAISED_UNDEAD]
[CE_DISPLAY_TILE:TILE:165:3:0:1:START:0:ABRUPT]
[CE_DISPLAY_NAME:NAME:faded hunter:faded hunters:faded hunter:START:0:ABRUPT]
[CE_PHYS_ATT_CHANGE:STRENGTH:200:1000:TOUGHNESS:200:1000:START:0:ABRUPT]
[CE_ADD_TAG:NO_AGING:NOT_LIVING:STERILE: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:ABRUPT]
[CE_REMOVE_TAG:HAS_BLOOD:TRANCES:MISCHIEVOUS:START:0:ABRUPT]
[CE_CAN_DO_INTERACTION:START:0:ABRUPT]
[CDI:ADV_NAME:Propel away]
[CDI:INTERACTION:EXAMPLE LT PROPEL]
[CDI:TARGET:B:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:B:25]
[CDI:BP_REQUIRED:BY_TYPE:GRASP]
[CDI:USAGE_HINT:ATTACK]
[CDI:VERB:point:points:NA]
[CDI:MAX_TARGET_NUMBER:B:1]
[CDI:WAIT_PERIOD:50]
[CE_CAN_DO_INTERACTION:START:0:ABRUPT]
[CDI:ADV_NAME:Raise fog]
[CDI:INTERACTION:EXAMPLE LT FOG]
[CDI:BP_REQUIRED:BY_TYPE:GRASP]
[CDI:LOCATION_HINT:NO_THICK_FOG]
[CDI:LOCATION_HINT:OUTSIDE]
[CDI:USAGE_HINT:DEFEND]
[CDI:USAGE_HINT:FLEEING]
[CDI:VERB:raise a heavy fog:raises a heavy fog:NA]
[CDI:WAIT_PERIOD:500]

[INTERACTION:EXAMPLE LT PROPEL]
[I_TARGET:A:LOCATION]
[IT_LOCATION:CONTEXT_LOCATION]
[I_TARGET:B:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_MANUAL_INPUT:target]
[I_EFFECT:PROPEL_UNIT]
[IE_PROPEL_FORCE:100000]
[IE_TARGET:A]
[IE_TARGET:B]
[IE_IMMEDIATE]

[INTERACTION:EXAMPLE LT FOG]
[I_EFFECT:CHANGE_WEATHER]
[IE_ADD_WEATHER:FOG_THICK]
[IE_IMMEDIATE]

Timed summons are a thing, which is a relief. I can see some immediate applications for summoning, for example, an invulnerable "illusion" which enemies attack, or a phantasm which appears only briefly but is scary enough to make opponents flee.

The undead lieutenant apparently has "force push" powers, as well as the ability to change the weather. If we can figure out the weather arguments, conjuring rain might be in our forecast! the CDI hint OUTSIDE also has terrible implications - such as for cave monsters which might react violently to sunlight.

A last note, interaction_vampire apparently now applies the creature token STERILE, which I don't recall being there before. Perhaps this will make vampires easier to identify by examining their fake family trees...

24
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: January 29, 2020, 07:24:51 am »
For those just leaping to the forum, here are new interaction bits as I can find them.

Code: [Select]
[INTERACTION:HEALING_BLESSING]
[I_SOURCE:DEITY]
[IS_USAGE_HINT:MEDIUM_BLESSING]
[IS_TRIGGER_STRING_SECOND:have]
[IS_TRIGGER_STRING_THIRD:has]
[IS_TRIGGER_STRING:been granted healing!]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_MANUAL_INPUT:recipient]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[SYN_CONCENTRATION_ADDED:1000:0]
[CE_STOP_BLEEDING:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT]
[CE_CLOSE_OPEN_WOUNDS:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT]
[CE_HEAL_TISSUES:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT]
[CE_HEAL_NERVES:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT]
[CE_REDUCE_PAIN:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT]
[CE_REDUCE_SWELLING:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT]
[CE_CURE_INFECTION:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT]
[CE_REDUCE_PARALYSIS:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT]
[CE_REDUCE_DIZZINESS:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT]
[CE_REDUCE_NAUSEA:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT]
[CE_REDUCE_FEVER:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT]
[CE_REGROW_PARTS:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT]

Holy crap! Healing and regeneration in Dorf Fort? Werecurses may no longer be the only solution to mangling, maiming and loss of limbs!

Code: [Select]
[INTERACTION:ITEM_BLESSING]
[I_SOURCE:DEITY]
[IS_USAGE_HINT:MEDIUM_BLESSING]
[IS_TRIGGER_STRING_SECOND:have]
[IS_TRIGGER_STRING_THIRD:has]
[IS_TRIGGER_STRING:been blessed with a holy weapon!]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_MANUAL_INPUT:recipient]
[I_EFFECT:CREATE_ITEM]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ITEM:100:1:WEAPON:NONE:NONE:NONE]
[IE_ITEM_QUALITY:ARTIFACT]

Item conjuration! Looks like this uses existing item tokens, but we'll have to figure out what the non-Artifact argument for ITEM_QUALITY is if we don't want to summon artifact bread, for example.

Code: [Select]
[INTERACTION:QUALITY_BLESSING]
[I_SOURCE:DEITY]
[IS_USAGE_HINT:MEDIUM_BLESSING]
[IS_TRIGGER_STRING_SECOND:have]
[IS_TRIGGER_STRING_THIRD:has]
[IS_TRIGGER_STRING:been blessed with improved equipment!]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_MANUAL_INPUT:recipient]
[I_EFFECT:CHANGE_ITEM_QUALITY]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_CHANGE_QUALITY:2]

Perhaps this has our answer. The item quality argument may be numeric, with ARTIFACT as the final step. Also, blacksmithing interactions! However, without a reagent system, this will be tricky.

Code: [Select]
[INTERACTION:PET_BLESSING]
[I_SOURCE:DEITY]
[IS_USAGE_HINT:MEDIUM_BLESSING]
[IS_TRIGGER_STRING_SECOND:have]
[IS_TRIGGER_STRING_THIRD:has]
[IS_TRIGGER_STRING:been blessed with a pet!]
[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]
[IE_FORBIDDEN_CREATURE_FLAG:SMALL_RACE]
[IE_CREATURE_CASTE_FLAG:LARGE_PREDATOR]
[IE_CREATURE_CASTE_FLAG:NATURAL_ANIMAL]
[IE_FORBIDDEN_CREATURE_CASTE_FLAG:CANNOT_BREATHE_AIR]
[IE_FORBIDDEN_CREATURE_CASTE_FLAG:IMMOBILE_LAND]
[IE_FORBIDDEN_CREATURE_CASTE_FLAG:CAN_LEARN]
[IE_FORBIDDEN_CREATURE_CASTE_FLAG:MEGABEAST]
[IE_FORBIDDEN_CREATURE_CASTE_FLAG:SEMIMEGABEAST]
[IE_FORBIDDEN_CREATURE_CASTE_FLAG:TITAN]
[IE_FORBIDDEN_CREATURE_CASTE_FLAG:DEMON]
[IE_FORBIDDEN_CREATURE_CASTE_FLAG:UNIQUE_DEMON]
[IE_FORBIDDEN_CREATURE_CASTE_FLAG:SUPERNATURAL]
[IE_MAKE_PET_IF_POSSIBLE]

S U M M O N I N G. Also, RANDOM_LOCATION_NEARBY has applications for chaotic explosion magic. IE_MAKE_PET_IF_POSSIBLE could be responsible for the creature being immediately friendly. Without it, we may be able to summon opponents to kill...

Code: [Select]
[INTERACTION:ANIMAL_CURSE]
[I_SOURCE:DEITY]
[IS_USAGE_HINT:MEDIUM_CURSE]
[IS_TRIGGER_STRING_SECOND:have]
[IS_TRIGGER_STRING_THIRD:has]
[IS_TRIGGER_STRING:been cursed, for one week, to know life as a beast!]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_MANUAL_INPUT:victim]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[SYN_CONCENTRATION_ADDED:1000:0]
[CE_BODY_TRANSFORMATION:START:0:PEAK:0:END:8400:ABRUPT]
[CE:CREATURE_CASTE_FLAG:NATURAL_ANIMAL]
[CE:FORBIDDEN_CREATURE_FLAG:SMALL_RACE]
[CE:FORBIDDEN_CREATURE_CASTE_FLAG:LARGE_PREDATOR]
[CE:FORBIDDEN_CREATURE_CASTE_FLAG:CANNOT_BREATHE_AIR]
[CE:FORBIDDEN_CREATURE_CASTE_FLAG:IMMOBILE_LAND]
[CE:FORBIDDEN_CREATURE_CASTE_FLAG:CAN_LEARN]
[CE:FORBIDDEN_CREATURE_CASTE_FLAG:MEGABEAST]
[CE:FORBIDDEN_CREATURE_CASTE_FLAG:SEMIMEGABEAST]
[CE:FORBIDDEN_CREATURE_CASTE_FLAG:TITAN]
[CE:FORBIDDEN_CREATURE_CASTE_FLAG:DEMON]
[CE:FORBIDDEN_CREATURE_CASTE_FLAG:UNIQUE_DEMON]
[CE:FORBIDDEN_CREATURE_CASTE_FLAG:SUPERNATURAL]
[CE:HAVE_FAST_EFFORTLESS_GAIT_SPEED:1000]
[CE_ADD_TAG:NO_AGING:NO_EAT:NO_DRINK:START:0:PEAK:0:END:8400:ABRUPT]

This is stuff we mostly know already, but rather than defining a creature we're given a broad category and a ton of forbidden exceptions. This could definitely be useful going forward.

from "example - bogeyman transformation":

Code: [Select]
[CAN_DO_INTERACTION:BOGEYMAN_POLYMORPH]
[CDI:ADV_NAME:Transform]
[CDI:TARGET:A:SELF_ONLY]
[CDI:USAGE_HINT:DEFEND]
[CDI:WAIT_PERIOD:100]

Code: [Select]
[INTERACTION:BOGEYMAN_POLYMORPH]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[SYN_CONCENTRATION_ADDED:1000:0]
[CE_BODY_TRANSFORMATION:START:0:PEAK:0:END:5:ABRUPT:DWF_STRETCH:144]
[CE:FORBIDDEN_CREATURE_FLAG:SMALL_RACE]
[CE:CREATURE_CASTE_FLAG:LARGE_PREDATOR]
[CE:CREATURE_CASTE_FLAG:NATURAL_ANIMAL]
[CE:FORBIDDEN_CREATURE_CASTE_FLAG:CANNOT_BREATHE_AIR]
[CE:FORBIDDEN_CREATURE_CASTE_FLAG:IMMOBILE_LAND]
[CE:FORBIDDEN_CREATURE_CASTE_FLAG:CAN_LEARN]
[CE:FORBIDDEN_CREATURE_CASTE_FLAG:MEGABEAST]
[CE:FORBIDDEN_CREATURE_CASTE_FLAG:SEMIMEGABEAST]
[CE:FORBIDDEN_CREATURE_CASTE_FLAG:TITAN]
[CE:FORBIDDEN_CREATURE_CASTE_FLAG:DEMON]
[CE:FORBIDDEN_CREATURE_CASTE_FLAG:UNIQUE_DEMON]
[CE:FORBIDDEN_CREATURE_CASTE_FLAG:SUPERNATURAL]
[CE_ADD_TAG:NO_AGING:START:0:PEAK:0:END:5:ABRUPT:DWF_STRETCH:144]

Similar to the polymorph, this appearently allows bogeymen to masquerade as natural beasts. For what purpose, I don't know.

Entity tokens will require more digging to decipher. GLEE!

EDIT: Just saw new thread, reposting there.

25
DF Modding / SUMMONING & MORE CONFIRMED FOR VILLAINS RELEASE!
« on: July 25, 2019, 05:34:32 pm »
From today's devlog:

Quote
These considerations led (there is a lot of leading this time) to undead lieutenants being given a variety of new powers. Many of them are based on existing syndromes, like the ability to temporarily blind and so forth, but I added some new effects as well. For instance, some of these undead can raise a heavy fog (when outdoors), and others can propel people away from them. I also added a summon power, and new tags to make polymorph-type abilities more versatile. Demons with the knowledge of life and death (that is, death demons, mainly) will now use their lieutenant raising property. They don't animate zombies because animated zombies aren't friendly to their goblin and other buddies, but the lieutenants fit in just fine. I made sure the goblins don't chase them away for being unnaturally immortal, he he he.

Also paraphrased in the Steam update, with more detail:

Quote
The easiest powers to do were based on existing poison code, which modders have already taken advantage of, allowing them to blind, suffocate, paralyze, open wounds of various kinds, nauseate, cause dizziness, and so forth. I also added some completely new effects, including the ability to summon creatures, change the weather (they like heavy fog, which complicates ranged weapon use), and propel enemies off their feet (this effect applies a force, so smaller enemies fly several tiles, while an elephant might not be affected at all.)

On top of this, it seems that more strange religious curses/events are planned:

Quote
Being full of tangents this week, that of course meant adding dice, for divination. With face sets (images, words, numerals or dots) and sides according to their shape (platonic or 'long die' prisms), and certain divination practices working with combinations of dice, and the ability to roll either one die or all the dice you are holding (which matters if the divination practice requires two dice, say.) And, um, the divinations doing things sometimes. I went to a shrine, rolled a tin icosahedral die and it was a bad roll and I was cursed to be a snowy owl for a week. So I flew up to a nearby rooftop and pondered tangents

And here I thought we'd have to endure the Big Wait before we got any more moddable goodness! Summoning alone would just be juicy, but Force powers and weather control (which could potentially include modded weather?!) Be still my +prepared dwarf heart!+

So yea, this is a thread for jubilant screaming. AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAHHHHH

26
A DFFD upload just for me? Aww, you shouldn't have! <3

RL stuff has kept me from working on the project for a while, so I'm very happy that some of my work has made it into Revised, especially the subtler flavor tweaks (like vocalizations, and tigers being able to clean themselves.)

I'm more than happy to defer on the gameplay changes - many of which are, admittedly, extreme. Many of them are for insect-persons (a personal bias) to help them overcome their relative frailty, such as the Worm Men bonuses. I honestly hadn't though about snake-men wearing mittens on their tails, though...

Regardless, thanks again for thinking of me! I'll be watching this space for further updates.  :)


27
DF Modding / Re: Does Biome Support have any absolute meaning?
« on: July 10, 2019, 10:04:29 pm »
I can confirm from my own experiments that, for amphibious creatures at least, setting OCEAN as a supported and/or start biome does nothing to stop their reckless expansion. However, traveling to their towns and hamlets as an adventurer yields absolutely nothing.

I have a sneaking suspicion that because the towns are registering populations, they're staying abstracted in worldgen but doing something weird when actually rendered in-game. That something may be spawning in the caverns, but I can't prove it.

28
Lots and lots of creatures also gain CURIOUSBEAST tags. Many of them gain a very generous selection of them, often getting all three. While I haven't done extensive playtesting, CURIOUSBEAST creatures are among the most annoying things a fort can encounter, particularly in the beginning, so I suspect adding this many can make certain kinds of embarks much more annoying. Pretty much every single primate seemed to gain all three tokens, which is a bit odd because not even the premier annoying primate in DF, the rhesus macaque, is attracted to booze.

To weigh on on this: the CURIOUS suggestions were partially mine, which Taffer ran with. My thought has always been that the majority of DF wildlife fails to interact with your fort, and that's regrettable. Hunting for meat and other products quickly becomes irrelevant in vanilla DF, and only bears, Keas and macaques use CURIOUS tags to interact with your fort. Adding more of these allows for those interactions to happen outside the narrow biomes which may not even have those creatures. This is especially true for magical creatures like satyrs which, being sentient and unkillable, have no purpose other than cruel slaughter for slaughter's sake.

29
Thank you for releasing and supporting this! I'll have to look through it for features to add back to Revised.

I can definitely see both of our branches continuing simultaneously: I think you enjoy collecting features more than I do, and having this as an option is helpful because I don't have to feel quite as guilty saying no to things. Then I can continue to look to Vanilla-Spice Revised for new features and you can continue to look to regular Revised for stability and polish.

I'm open to suggestions!

Always good to hear from you. I'll definitely be considering some more extreme options/modules, such as more abilities for megabeasts and creatures. One lofty goal is syndromes granted by eating the raw heart of a megabeast, which gives adventurers a reward for their feats of daring.

30
DF Modding / Re: What's going on in your modding?
« on: June 13, 2019, 07:25:12 pm »
There's only so many real animals a man can make before he gets tired, so now for something completely different:




Jian, a one-winged bird admired for its romantic symbolism. Even if I could make them merge into a flying jiangjiang, they wouldn't be able to breed, defeating the purpose for the poor birds to even find mates. That's really sad if you think about it.

I see what you did there, you silly weeb. :P
Spoiler (click to show/hide)

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