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Messages - Quailman

Pages: 1 [2]
16
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: July 14, 2013, 08:13:44 pm »
Does that work with undead?  The reason I was so hell-bent on removing the [NOTHOUGHT] tags and such was because I originally had a 1partbody that was made out of materials that were always melting.  Eventually it would reach "its body is gone" (body being the only part of the creature) and it would still be alive.

Is there any other way?

17
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: July 14, 2013, 07:29:22 pm »
Ah, I think I understand now.  So all tags can be added or removed, but some of them will not make a difference, at least while the creature is currently loaded.  That's unfortunate, as it kills my idea for an interaction that removes a vampire's [NOPAIN] tag.

Good to know I can still kill them with the body transformation though.  Could you help me understand what exactly it takes for a creature to die immediately after being created?

18
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: July 14, 2013, 07:15:40 pm »
Oh, that makes perfect sense then. I thought you were responding to why my interaction didn't work, so I was totally confused because it sounded more like a reason why it would work :P.  If you have any idea where I've screwed it up I would really appreciate the help.  I'll post it again for convenience-

Spoiler (click to show/hide)

19
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: July 14, 2013, 06:48:49 pm »
CE_ADD_TAG and CE_REMOVE_TAG are separate data structures in the unit that contain a bunch of flags that say whether or not the unit is being affected by a syndrome that changes the tokens; it doesn't change anything about the creature itself except those (fairly isolated) flags.

Sorry, I just don't follow what that means with regard to my interaction not working.  Like I said, I'm new to this.  Does that mean that what I am trying to do is impossible?  Why do some tags work but others don't?  Is it because some are in the creature itself while some are only flagged in ADD_TAG and REMOVE_TAG?

20
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: July 14, 2013, 06:32:42 pm »
I still can't figure out why this isn't working... here's what I have.  Notably, NO_CONNECTIONS_FOR_MOVEMENT seems to work perfectly fine, while the other two do nothing.  I tore the brain of an animated corpse in the arena and it was knocked unconscious, but not struck down.  Maybe because the [THOUGHT] was removed from the brain and just added to the creature without having a place?  I'm just speculating here, I'm pretty new to all this.

Code: [Select]
[INTERACTION:UNDEAD_KILL]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_MANUAL_INPUT:creature]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[CE_REMOVE_TAG:NOTHOUGHT:NO_THOUGHT_CENTER_FOR_MOVEMENT:NO_CONNECTIONS_FOR_MOVEMENT:START:0]

Code: [Select]
[CAN_DO_INTERACTION:UNDEAD_KILL]
[CDI:ADV_NAME:UNDEAD_KILL]
[CDI:TARGET:A:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:A:12]
[CDI:VERB:gesture:gestures:NA]
[CDI:MAX_TARGET_NUMBER:A:1]
[CDI:TARGET_VERB:are not really very undead anymore:is not very undead anymore]
[CDI:WAIT_PERIOD:20]

21
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: July 14, 2013, 06:02:21 pm »
There aren't any.

Really!?  Well that's good news.  I just can't figure out why an syndrome with [CE_REMOVE_TAG:CAN_SPEAK:START:0] works but one with [CE_REMOVE_TAG:NOPAIN:START:0] or [CE_REMOVE_TAG:NO_THOUGHT:NO_THOUGHT_CENTER_FOR_MOVEMENT:START:0] doesn't.  Maybe I've just misspelled something somewhere... I'll look harder.

22
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: July 14, 2013, 05:11:25 pm »
Does anybody know which tags that can be added by CE_ADD_TAG can't be removed by CE_REMOVE_TAG?  In adventure mode, if that makes a difference.  I tried searching, no luck...

Or, if anybody knows a way to make an undead creature simply drop dead without actually going through and beating it to death that would serve just as well.  I'm trying to make an adventure mode interaction that will instantly kill undead created by a necromancer.  My original plan was to turn them into a creature made out of a material that is always in a gaseous state, but undead survive having their entire body melted away due to NO_THOUGHT and NO_THOUGHT_CENTER_FOR_MOVEMENT, and those tags don't seem to be supported by CE_REMOVE_TAG. I'd rather not resort to just nailing them with a wave of SOLID_GLOBs if I can avoid it.

23
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: June 24, 2013, 06:18:04 pm »
Make a new interaction that does both the material emission and the syndrome effect.

Oh, okay.  I thought it was impossible, but I guess I just have no idea what the hell I'm doing.  Thanks, I must have something small messed up.  I'll figure it out.

24
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: June 24, 2013, 05:54:59 pm »
I've been trying to work on an interaction that allows an adventurer to cast one of several spells after consuming a certain food.  I've done this successfully by making that certain food add the [SUPERNATURAL] tag to whoever eats it, and then adding all of the spells through [CAN_DO_INTERACTION].  The spells require the user to have the [SUPERNATURAL] tag and then remove that tag from the user as part of their effect so they can't cast them again until something adds the [SUPERNATURAL] tag again.  However, I can't seem to figure out any way to make this happen with a material emission interaction.  In fact, I can't think of any way to remove the ability to do a material emission interaction based on when that interaction is used (I want you to be able to eat the food and then wait any amount of time before choosing your spell).  I can't settle for excessive recharge times, since the entire idea is that you can keep casting spells as long as you keep consuming the magical food.

So I guess my question is: Is there any way to remove the ability to perform a material emission interaction at the time (or shortly after) it is performed, without making the interaction available for only a set time whether it is performed or not?

25
DF Modding / Re: Help- variable features within a race without castes
« on: November 19, 2012, 05:38:40 pm »
Sorry for the delay, I had to go buy food.

I appreciate the help.  Thanks everybody.

26
DF Modding / Re: Help- variable features within a race without castes
« on: November 19, 2012, 04:29:55 pm »
Well, thanks for the responses.  It looks like I am going to have to cut down greatly on the number of traits I wanted.

It seems as if it might be possible to have a great range of body sizes within a race without using castes.  Am I wrong about that? And can the same thing be done with body parts?  For example, is it possible to have large claws on some members and small, useless claws on others?

27
DF Modding / Help- variable features within a race without castes
« on: November 19, 2012, 04:20:12 pm »
I am creating a mod which features a race similar in many ways to DnD Tieflings.  I want them to have a chance of having any combination of different features and mutations at birth.  For example, one might have a tail, another might have horns and claws, another might smell faintly of brimstone, and another might have all of the above.  I am pretty new to modding DF, but I understand that castes seem to be the primary method of doing this sort of thing.  However, it also seems that I would have to create millions of castes for this race if I wanted it to be possible for members of this race to have any possible combination of these mutations.

So I guess what I am asking is:
Is there a method of having specific traits appear or not appear randomly without creating a million different castes?

And if so, would these traits be able to include attacks, venoms, material emissions etc.?

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