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Messages - D_E

Pages: 1 ... 10 11 [12] 13 14 ... 48
166
...D_E, you may want to look at the post I was quoting for context...

Whoops! Sorry, I thought you had replied to his most recent post (which was a reply to my post).

167
Should be possible without all that much work. I probably can't get to it any time soon, though.

...i'd like a method, please, because I'm trying my damndest and can't find where targets or locations could be for any sort of interaction

Here's the outline of the technique I had in mind:
Step 1: Workshop reaction induced transformation
This is the step I'm most unclear on. An exploding rock could definitely be used, but I think I saw someone say the DFHack could be used to inflict syndromes in response to reactions and was much more reliable than exploding rocks.

The target creature should be transformed into the unit type we want to spawn. The transformation should last for ~10 ticks or so.
Step 2: Transformation induced pregnancy
DFHack should induce pregnancy in response to the transformation beginning. The truetransformation plugin responds to syndromes beginning, and can probably be adapted. The Catsplosion plugin demonstrates how to induce pregnancies with DFHack. The pregnancy should be set to finish in one tick.

So, to summarize, the pregnancy induction code from catsplosion should be hooked into the syndrome response code from truetransformation.

If all goes as planed, the dwarf completing the reaction will transform into the target creature type, give birth 1-2 ticks later, and then turn back into a dwarf after a total of 10 ticks or so.

I just hope that syndrome-transformed creatures give birth, and give birth as their transformed unit type and not as their true unit type.

168
1.Can DFHack be used to immediately bring a pregnancy to term (what happens if you set unit.relations.pregnancy_timer = 1?)
2.Can DFHack be used to induce a pregnancy?
3.If yes to both, doesn't that mean we can spawn creatures now?
1. Yes
2. Yes
3. Not really, no.
It gets us a lot, though, doesn't it? A Megabeast could have a self-targeting interaction that cues DFhack to make it pregnant with an instantaneous pregnancy, allowing it to spawn offspring to protect it. A variant of the child counting code could be used to turn the babies into a different species if desired. I think it also gets us workshop spawned creatures, with the potentially huge drawback that the created creature would count as the child of the dwarf doing the reaction (dwarf does reaction, temporarily turns into a female something or other, gives birth, turns back). ...I guess that would also fully heal the dwarf doing the reaction, thanks to all the transformations. The reaction could also induce pregnancy in a pet located anywhere in the fortress, right?

169
Based on the family planing script from the DFHack 0.34.11 r2 thread, DFHack can interact with the pregnancy system to at least a limited extent. So:

1.Can DFHack be used to immediately bring a pregnancy to term (what happens if you set unit.relations.pregnancy_timer = 1?)
2.Can DFHack be used to induce a pregnancy?
3.If yes to both, doesn't that mean we can spawn creatures now?

Also, is there a webpage documenting DFHack scripting, similar to the token/raw modding pages on Dwarf Fortress Wiki?

170
Mod Releases / Re: The Legend of Zelda: Earthward Pick (v1.2)
« on: March 20, 2013, 07:52:23 pm »
Hello!

There seems to be a copy-paste error in the useitem script.
Quote
local function useQuakeMedallion()
   local player = df.global.world.units.active[0]
   local hasMasterSword = false
   local hasQuakeMedallion = false
   for _,v in ipairs(player.inventory) do
      if hasMasterSword == true and hasQuakeMedallion == true then break end
      if itemIsMasterSword(v.item) then hasMasterSword = true end
      if itemIsQuakeMedallion(v.item) then hasQuakeMedallion = true end
   end
   if hasMasterSword and hasEtherMedallion then
      for uid,unit in ipairs(df.global.world.units.all) do
      if isInInfluence(unit) and unit~=player then unit.flags1.on_ground = true end --same effect as ether because... well, dfhack is still pretty limited, some things act oddly and stuff. also I don't have good ideas for it >_>
      end
   dfhack.gui.showAnnouncement("You slam the Master Sword into the ground and everyone falls over!",COLOR_LIGHTCYAN)
   else qerror("You need the medallion and Master Sword to use the medallion!")
   end
end

Neat script. May I suggest cold temperature effects for the ether medallion, rather than the knockdown effect?

171
DF Modding / Re: Raptors Arsenal
« on: July 03, 2012, 01:58:18 am »
If I'm remembering right, an edged attack with 0 penetration acts just like a blunt attack when it hits, but is chosen by the comp as if it were a true edge attack.  So this should work:
Code: [Select]
[ITEM_WEAPON:ITEM_WEAPON_MINING_HAMMER]
[NAME:pick hammer:pick hammers]
[SIZE:500]
[SKILL:MINING]
[MINIMUM_SIZE:42500]
[TWO_HANDED:47500]
[MATERIAL_SIZE:7]
[ATTACK:EDGE:50:4000:strike:strikes:NO_SUB:2000]
[ATTACK:BLUNT:100:0:bash:bashes:NO_SUB:2000]

172
DF Modding / Re: The Spellbook - Community Interaction Repository
« on: May 18, 2012, 05:11:17 pm »
Contaminants on items boil, even if the item is not being handled (based on observations made while testing the Illithid mod).

Liquid on the ground boils as well, I think.  At least, it does for sure if there is a heat source nearby.

173
DF Modding / Re: Having trouble modding diplomacy messages
« on: May 17, 2012, 07:24:04 pm »
Didn't work for me.

The file uncompressed oddly ("random" symbols and no line returns), when I tested the re-compressed file I got:
Quote
Text generation failed: data/announcement/fortressintro

Are these the tools Deon said he used?

175
DF Modding / Having trouble modding diplomacy messages
« on: May 16, 2012, 11:52:31 pm »
I already found the WTF tools, but they don't seem to work right for me.

If I don't specify an output file,
Code: [Select]
wtf2txt.exe diplomatrebuffed
it prints the tags to the command prompt, but when I give it a file name
Code: [Select]
wtf2txt.exe diplomatrebuffed diplomatrebuffed.txt
it just creates an empty file.

Has anyone done this recently?  Any pointers?

176
DF Modding / Re: Bladed minecarts
« on: May 16, 2012, 03:15:03 am »
Go ahead.  I posted to share :).

177
DF Modding / Bladed minecarts
« on: May 15, 2012, 11:57:29 pm »
I made this
Spoiler (click to show/hide)
(which is an enlarged version of this) stuck it on a track and fired it at some spare livestock, and got this
Quote
The bronze spinner strikes The Stray Horse Foal in the left rear leg and the severed part sails off in an arc!
in the second collision.  Just in case your forts weren't dangerous enough!

178
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: May 12, 2012, 03:27:02 pm »
I think i might have figured out how to have a race be mono-gender and still be able to have children. i'll be checking this extensively for the next couple of hours. and ill have a verdict out after my tests

EDIT: After much testing, I have given up. I just can't figure out how to make it work -sigh- I shall now use my resources on making things explode...

Going on old knowledge here, but can't you make the male caste really rare (via POP_RATIO)?

179
DF Modding / Re: The Spellbook - Community Interaction Repository
« on: May 04, 2012, 04:07:32 pm »
At least for a while, [IT_CANNOT_TARGET_IF_ALREADY_AFFECTED] seemed to make it so a creature could only be affected by an interaction once in it's life, even if the interaction had long since worn off.

To make them unable to be targeted twice, use [IT_CANNOT_HAVE_SYNDROME_CLASS:] and [SYN_CLASS:], as in the zelda interactions above.

________

If you can't see the syndrome name in the area, doesn't that mean it isn't working?  Do you get messages about them bumping each-other?


180
DF Modding / Re: !!DALEKS!! and Introducing: Cybermen!
« on: May 04, 2012, 03:54:17 pm »
Removing the [CHILD] tag makes creatures unable to reproduce.  I haven't tested [CHILD:0] though, maybe give that a spin?

Based on previous versions, removing the CHILD tag makes creatures be born as adults in world gen but unable to reproduce at all during Fortress Mode.

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