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Messages - thistleknot

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631
DF Modding / Re: Doing Mod Requests
« on: November 28, 2013, 10:22:41 am »
What about an invadeable vampire race?

They strictly live in the caverns, but when they explore outside, they burn up!  I think this could be used by checking if the unit is "outside".  Which would mean a cavern layer exposed to outside air would qualify...

update: having them become upset from being outside could be ebough if no otger option is available

632
Masterwork DF / Re: More of less Leather
« on: November 27, 2013, 11:45:49 pm »
I think the OP mentioned earlier he wants to do so.

633
Okay, I think I got it.  Is this right?

Code: [Select]
   
[INTERACTION:PNEUMONITIS_PROBABILITY]
   
   [I_TARGET:A:CREATURE][IT_LOCATION:CONTEXT_CREATURE]
   [IT_CANNOT_TARGET_IF_ALREADY_AFFECTED][IT_CANNOT_HAVE_SYNDROME_CLASS:PNEUMONITIS_A][IT_CANNOT_HAVE_SYNDROME_CLASS:PNEUMONITIS_C]
   [I_EFFECT:ADD_SYNDROME][IE_TARGET:A][IE_IMMEDIATE][SYNDROME][SYN_AFFECTED_CLASS:GENERAL_POISON]
   [SYN_CLASS:PNEUMONITIS_A][CE_BODY_APPEARANCE_MODIFIER:APPEARANCE_MODIFIER:BROADNESS:99:START:0][SYN_NAME:pneumonitis check made]
   
   [I_EFFECT:ADD_SYNDROME][IE_TARGET:A][IE_IMMEDIATE][SYNDROME][SYN_AFFECTED_CLASS:GENERAL_POISON]
   [CE_CAN_DO_INTERACTION:PROB:1:RESISTABLE:START:0:END:3000]
   
   [CDI:INTERACTION:PNEUMONITIS_PROB_INNER]
   [CDI:TARGET:A:SELF_ONLY][CDI:FREE_ACTION][CDI:MAX_TARGET_NUMBER:A:1][CDI:WAIT_PERIOD:300001]
   
[INTERACTION:PNEUMONITIS_PROB_INNER]
   
   [I_TARGET:A:CREATURE][IT_LOCATION:CONTEXT_CREATURE]
   [IT_CANNOT_TARGET_IF_ALREADY_AFFECTED][IT_CANNOT_HAVE_SYNDROME_CLASS:PNEUMONITIS_B]
   [I_EFFECT:ADD_SYNDROME][IE_TARGET:A][IE_IMMEDIATE][SYNDROME][SYN_AFFECTED_CLASS:GENERAL_POISON]
   [SYN_CLASS:PNEUMONITIS_B][CE_BODY_APPEARANCE_MODIFIER:APPEARANCE_MODIFIER:BROADNESS:99:START:0][SYN_NAME:pneumonitis secondary check made]
   
   [I_EFFECT:ADD_SYNDROME][IE_TARGET:A][IE_IMMEDIATE][SYNDROME][SYN_AFFECTED_CLASS:GENERAL_POISON]
   [CE_CAN_DO_INTERACTION:PROB:20:START:0:END:3000]
   [CDI:INTERACTION:SPREAD_PNEUMONITIS]
   [CDI:TARGET:A:SELF_ONLY][CDI:FREE_ACTION][CDI:MAX_TARGET_NUMBER:A:1][CDI:WAIT_PERIOD:300001]
   
   [I_EFFECT:ADD_SYNDROME][IE_TARGET:A][IE_IMMEDIATE][SYNDROME][SYN_AFFECTED_CLASS:GENERAL_POISON]
   [CE_CAN_DO_INTERACTION:PROB:100:START:3000:END:406200]
   [CDI:INTERACTION:PNEUMONITIS_IMMUNE]
   [CDI:TARGET:A:SELF_ONLY][CDI:FREE_ACTION][CDI:MAX_TARGET_NUMBER:A:1][CDI:WAIT_PERIOD:300001]


[INTERACTION:PNEUMONITIS_IMMUNE]
   
   [I_TARGET:A:CREATURE][IT_LOCATION:CONTEXT_CREATURE]
   [IT_CANNOT_TARGET_IF_ALREADY_AFFECTED][IT_CANNOT_HAVE_SYNDROME_CLASS:PNEUMONITIS_B]
   [I_EFFECT:ADD_SYNDROME][IE_TARGET:A][IE_IMMEDIATE][SYNDROME][SYN_AFFECTED_CLASS:GENERAL_POISON]
   [SYN_CLASS:PNEUMONITIS_C][CE_BODY_APPEARANCE_MODIFIER:APPEARANCE_MODIFIER:BROADNESS:99:START:0][SYN_NAME:pneumonitis clear for 1 year]
   
   [I_EFFECT:ADD_SYNDROME][IE_TARGET:A][IE_IMMEDIATE][SYNDROME][SYN_AFFECTED_CLASS:GENERAL_POISON]
   [CE_CAN_DO_INTERACTION:PROB:100:START:3000:END:406200]
   [CDI:TARGET:A:SELF_ONLY][CDI:FREE_ACTION][CDI:MAX_TARGET_NUMBER:A:1][CDI:WAIT_PERIOD:300001]

One thing I'm not sure of

   [CE_CAN_DO_INTERACTION:PROB:100:START:3000:END:406200]

I have two of them, I'm not sure if I need to remove one

634
just to make this easy

say I have 2 diseases, influenza, as well as pneumonia (this is pulled from halfling's mod), and I want influenza to immediately beget pnuemonia after it :end's

how would I modify this set of raws to do that?

Code: [Select]
[INTERACTION:INFLUENZA_PROBABILITY]
   
   [I_TARGET:A:CREATURE][IT_LOCATION:CONTEXT_CREATURE]
   [IT_CANNOT_TARGET_IF_ALREADY_AFFECTED][IT_CANNOT_HAVE_SYNDROME_CLASS:INFLUENZA_A]
   [I_EFFECT:ADD_SYNDROME][IE_TARGET:A][IE_IMMEDIATE][SYNDROME][SYN_AFFECTED_CLASS:GENERAL_POISON]
   [SYN_CLASS:INFLUENZA_A][CE_BODY_APPEARANCE_MODIFIER:APPEARANCE_MODIFIER:BROADNESS:99:START:0][SYN_NAME:influenza check made]
   
   [I_EFFECT:ADD_SYNDROME][IE_TARGET:A][IE_IMMEDIATE][SYNDROME][SYN_AFFECTED_CLASS:GENERAL_POISON]
   [CE_CAN_DO_INTERACTION:PROB:2:START:0:END:3000]
   
   [CDI:INTERACTION:INFLUENZA_PROB_INNER]
   [CDI:TARGET:A:SELF_ONLY][CDI:FREE_ACTION][CDI:MAX_TARGET_NUMBER:A:1][CDI:WAIT_PERIOD:300001]
   
[INTERACTION:INFLUENZA_PROB_INNER]
   
   [I_TARGET:A:CREATURE][IT_LOCATION:CONTEXT_CREATURE]
   [IT_CANNOT_TARGET_IF_ALREADY_AFFECTED][IT_CANNOT_HAVE_SYNDROME_CLASS:INFLUENZA_B]
   [I_EFFECT:ADD_SYNDROME][IE_TARGET:A][IE_IMMEDIATE][SYNDROME][SYN_AFFECTED_CLASS:GENERAL_POISON]
   [SYN_CLASS:INFLUENZA_B][CE_BODY_APPEARANCE_MODIFIER:APPEARANCE_MODIFIER:BROADNESS:99:START:0][SYN_NAME:influenza secondary check made]
   
   [I_EFFECT:ADD_SYNDROME][IE_TARGET:A][IE_IMMEDIATE][SYNDROME][SYN_AFFECTED_CLASS:GENERAL_POISON]
   [CE_CAN_DO_INTERACTION:PROB:100:START:0:END:3000]
   [CDI:INTERACTION:SPREAD_INFLUENZA]
   [CDI:TARGET:A:SELF_ONLY][CDI:FREE_ACTION][CDI:MAX_TARGET_NUMBER:A:1][CDI:WAIT_PERIOD:300001]
   
   
[INTERACTION:PNEUMONITIS_PROBABILITY]
   
   [I_TARGET:A:CREATURE][IT_LOCATION:CONTEXT_CREATURE]
   [IT_CANNOT_TARGET_IF_ALREADY_AFFECTED][IT_CANNOT_HAVE_SYNDROME_CLASS:PNEUMONITIS_A]
   [I_EFFECT:ADD_SYNDROME][IE_TARGET:A][IE_IMMEDIATE][SYNDROME][SYN_AFFECTED_CLASS:GENERAL_POISON]
   [SYN_CLASS:PNEUMONITIS_A][CE_BODY_APPEARANCE_MODIFIER:APPEARANCE_MODIFIER:BROADNESS:99:START:0][SYN_NAME:pneumonitis check made]
   
   [I_EFFECT:ADD_SYNDROME][IE_TARGET:A][IE_IMMEDIATE][SYNDROME][SYN_AFFECTED_CLASS:GENERAL_POISON]
   [CE_CAN_DO_INTERACTION:PROB:1:START:0:END:3000]
   
   [CDI:INTERACTION:PNEUMONITIS_PROB_INNER]
   [CDI:TARGET:A:SELF_ONLY][CDI:FREE_ACTION][CDI:MAX_TARGET_NUMBER:A:1][CDI:WAIT_PERIOD:300001]
   
[INTERACTION:PNEUMONITIS_PROB_INNER]
   
   [I_TARGET:A:CREATURE][IT_LOCATION:CONTEXT_CREATURE]
   [IT_CANNOT_TARGET_IF_ALREADY_AFFECTED][IT_CANNOT_HAVE_SYNDROME_CLASS:PNEUMONITIS_B]
   [I_EFFECT:ADD_SYNDROME][IE_TARGET:A][IE_IMMEDIATE][SYNDROME][SYN_AFFECTED_CLASS:GENERAL_POISON]
   [SYN_CLASS:PNEUMONITIS_B][CE_BODY_APPEARANCE_MODIFIER:APPEARANCE_MODIFIER:BROADNESS:99:START:0][SYN_NAME:pneumonitis secondary check made]
   
   [I_EFFECT:ADD_SYNDROME][IE_TARGET:A][IE_IMMEDIATE][SYNDROME][SYN_AFFECTED_CLASS:GENERAL_POISON]
   [CE_CAN_DO_INTERACTION:PROB:100:START:0:END:3000]
   [CDI:INTERACTION:SPREAD_PNEUMONITIS]
   [CDI:TARGET:A:SELF_ONLY][CDI:FREE_ACTION][CDI:MAX_TARGET_NUMBER:A:1][CDI:WAIT_PERIOD:300001]



Update: I think I get it.  I just need to have

   [CE_CAN_DO_INTERACTION:PROB:1:START:0:END:3000]
   
   [CDI:INTERACTION:PNEUMONITIS_PROB_INNER]
   [CDI:TARGET:A:SELF_ONLY][CDI:FREE_ACTION][CDI:MAX_TARGET_NUMBER:A:1][CDI:WAIT_PERIOD:300001]

which calls the pneumonitis_prob_inner.

In the case of a fake disease placeholder that has no effect, I could add to pneumonitis_prob_inner

[IT_CANNOT_HAVE_SYNDROME_CLASS:PNEUMONITIS_C]
  [CE_CAN_DO_INTERACTION:PROB:100:START:0:END:3000]
   [CDI:INTERACTION:IMMUNE_PNUEMONIA]
   [CDI:TARGET:A:SELF_ONLY][CDI:FREE_ACTION][CDI:MAX_TARGET_NUMBER:A:1][CDI:WAIT_PERIOD:300001]

and define interaction:IMMUNE_PNUEMONIA as syn_class:pneumonitis_c?

btw, if wait_period is set to 300001 does that mean the dwarf can't get the disease again for that amount of time?  If so, I don't think an immunity of 400k (i.e. 1 year) is going to make that much of a difference...

635
Quote
2. Make the interaction impart a syndrome that is the flu, all with a PROB of 100

How do I do this?

I'm looking at the syndromes in the interaction files, i'm not sure how I can get one syndrome to beget another.  That is the key to 60% of my questions.

Please understand, i'm a complete noob with syndromes (hence why I was asking for specific raw examples).  If I could see how a (complete) syndrome calls an empty (completed) syndrome, that would help a lot.


Update, I think I might have it
"[CDI:INTERACTION:INFLUENZA_PROB_INNER]"
called by [INTERACTION:INFLUENZA_PROBABILITY]

636
could i invoke a lua script within the syndrome? if not... then the only way to donit i think woul be a plugin

637
ok. im starting to get it now.

what do you mean by resistable a few posts up?

why cant recuperation affect syndrome length?  if its dfhack i should be able to call up a check on a dwarfs attribute value and maybe apply a medicine to syndrome cure a disease early and rely on the incubation period ending to give me a 1 year immumity afterwards.

638
since meph has diseases (edit: in his mod). an ability to see active syndromes in DT would be nice.

639
1st.  I have no idea how to do any of that Putnam, but I do appreciate the input, as maybe someone else who has more syndrome experience can give me specific raw examples.

2nd.  I had a better idea than mutable diseases.  Rather than having to code the chance of mutation as well as the new modified disease.  I thought instead, why not just have the dwarf immune to the disease for a set period of time.  Say a year.  Generally in real world experience.  Diseases mutate from year to year (although, I hear as one gets older, they are less likely to get colds as they may have had the variety already, but there are no colds in this game, it's pneumonia, flu, and meningitis, which I do believe do mutate yearly).

So it would make perfect sense to just make the dwarf immune until next sick season.  This I think would be a lot easier, you could just have the syndrome's affects only occur during a certain (incubation) period, while after the incubation period is over, the dwarf has the sickness, or has a new syndrome that show's he's immune to whatever sickness he had before (like yearly_immune_pneumonia syndrome).

640
On 1 question

PROB:

for influenza

has 3 things associated with it
nausea
pain
fever

so... for this syndrome to have an affect on a dwarf, those 3 subcategory (probabilities) have to be modded?

641
Masterwork DF / Re: [DWARF] - Discussion & Suggestions
« on: November 24, 2013, 02:04:47 am »
here's some ideas on diseases.

First and foremost, dwarf's have two attributes THAT SHOULD BE CONSIDERED when implementing diseases... RECUPERATION and DISEASE RESISTANCE... these two alone could have a factor on limiting diseases below their current level.

but the other considerations I pondered are here

http://www.bay12forums.com/smf/index.php?topic=127265.msg4785295#msg4785295

update: since stockpiles can't be limited to dwarfs (although workshops can). it makes it hard to ensure only certain rewards get access to meds (and what's the point micromanaging  locking a dwarf in his room to ensure he takes his anti stroke meds then following up so u can release him to work a little bit then have to repeat b4 his meds wear off)?

I was thinking medicine could offer an immunity to catching the syndrome... wait I think that's how I works... if so then it behoofs a player not to restrict his medicine stockpile.

BUT... to make the anti stroke meds easier to target dwarfs. a workshop like a pharmacy or even the current apothecary could prescribe meds to workshop profile dwarfs.

642
If... (I'm really asking for mwmod's, but I figured I'd ask here since it's only just been implemented)

  • I wanted to reduce the % chance of certain diseases considerably... how would I do so?

  • Is there a way to ensure a dwarf who has been cured already of a disease, doesn't get it again (i.e. via modding?).  I know I can remove the end token from the syndrome of an item such as medicine.  But... to my understanding, some diseases have a natural run length.  It would make more sense game wise if a dwarf who is already sick couldn't catch the same sickness (although, I don't think that's really an issue), but it would be better if a dwarf who was sick with pneumonia, can't get it again.

  • Although, I am ALL FOR MUTATIONS of diseases... but the chance of mutation should be like 2%... So... there's only a small chance that a dwarf who has had pneumonia once, could get it again, but it would have been from a mutated variety...

  • Also, is there any way disease resistance can be taken into account for chance of sickness?

  • What about length of sickness based on recuperation?


643
DF Modding / Re: Accelerated CivMWForge (Mod) v5.0
« on: November 22, 2013, 12:25:27 am »
btw you guys...

I have a new version out.

This doesn't really have any improvements that mw 4 brings to the table (other than updated leather globs for more leather mod, and some updated values for wood/stone blocks to furniture).

I hope to do a few merges of a few mw items (remember, this is not a comprehensive mw merge.  Forget that... it's just a few items I liked that I wanted in civmwforge).

http://dffd.wimbli.com/file.php?id=8110

644
I remember reading somewhere that dfhack enhancements should have their own screens vs changing the screen so as to avoid confusion with vanilla instructions.

However, it has been shown, that plugins can interject ui's into the game.  Whether one considers this "modding the ui" or merely adding to it, it certainly does change/add to the ui.

645
no but apparently falconne does

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