Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 346 347 [348] 349 350 ... 544

Author Topic: [MODDING] 0.34. QUESTIONS THREAD  (Read 1005455 times)

Hugo_The_Dwarf

  • Bay Watcher
  • Modding Mentor
    • View Profile
    • Regeneration: Forced Evolution
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5205 on: June 07, 2013, 12:43:05 am »

I think I know what the problem is. Are NECRO_RAISE and BEHOLDER_DAZE_CENTRAL in a different file from SECRET_LICH? If so, does the file they are in have the file name and [OBJECT:INTERACTION] at the top?

They are in different files, yes.
And yes.
If the interactions that don't work are in the same file, something may be up with the file. Are there interactions that do work in that file?
The question that should be asked is:
If you control the creature that naturally has this ability, have it ready to use (does it show up for use)
   if yes, does the target creature have the syndrome active (leave control mode and 'v' then 'z' to view description)
      if effects are not taking place, up the SEV number by 100 (or 1000) and rerun tests until desired effect.
   if no, check errorlog.txt
      if that is clean, interaction file must be done improperly as in not looking like this:
Spoiler (click to show/hide)
         or the creature's CAN_DO_INTERACTION is improper
      if errorlog has issues, report them here (or fix them if you know how)
Logged

Nahere

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5206 on: June 07, 2013, 12:46:05 am »

      if errorlog has issues, report them here (or fix them if you know how)
You mean these:

Errorlog:
Code: [Select]
*** Error(s) finalizing the creature GAUTH
Interaction Token not recognized : BEHOLDER_DAZE_CENTRAL
Code: [Select]
*** Error(s) finalizing the creature GAUTH
Interaction Token not recognized : BEHOLDER_DAZE_CENTRAL

Which popped up again.

Code: [Select]
*** Error(s) finalizing the interaction SECRET_LICH
Interaction Token not recognized : NECRO_RAISE
Logged

pisskop

  • Bay Watcher
  • Too old and stubborn to get a new avatar
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5207 on: June 07, 2013, 12:50:39 am »

My 2 is to try to rename, reorganize it.  If it isnt picking up the name than maybe the order of your interdependent interactions is off orsomething.

Takes all of two seconds and its established order does matter.  Also you can change names back later.


EDIT:  While here, Is there any good, reliable, or established ways to encourage a creature with multiple interactions to consistently use one first?  I have a creature that can turn into two things.  One requires a certain BP, and Id like if those posessing that BP used that one.
« Last Edit: June 07, 2013, 01:03:19 am by pisskop »
Logged
Pisskop's Reblancing Mod - A C:DDA Mod to make life a little (lot) more brutal!
drealmerz7 - pk was supreme pick for traitor too I think, and because of how it all is and pk is he is just feeding into the trollfucking so well.
PKs DF Mod!

Hugo_The_Dwarf

  • Bay Watcher
  • Modding Mentor
    • View Profile
    • Regeneration: Forced Evolution
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5208 on: June 07, 2013, 01:20:56 am »

For SoulEater's errorlog looks like the game cannot find his new interacitons. Hopefully they are in the /raw/objects foulder (since the error is "can't understand this interaction token")

for PK since fallen parts are considered that creature you could have it constantly switching between two castes just spewing forth droppers (which you can target a specific caste in a creature) and transform those parts in turn.

CREATURE:MONSTER:A - Lost Souls
CREATURE:MONSTER:B  - Blobs
Logged

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5209 on: June 07, 2013, 02:55:41 am »

You're all kinda forgetting the line that contains the file name at the top.

Do you have that?

Souleater17

  • Bay Watcher
  • [ANGEL]
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5210 on: June 07, 2013, 02:45:30 pm »

I think I know what the problem is. Are NECRO_RAISE and BEHOLDER_DAZE_CENTRAL in a different file from SECRET_LICH? If so, does the file they are in have the file name and [OBJECT:INTERACTION] at the top?

They are in different files, yes.
And yes.
If the interactions that don't work are in the same file, something may be up with the file. Are there interactions that do work in that file?

No.

For SoulEater's errorlog looks like the game cannot find his new interacitons. Hopefully they are in the /raw/objects foulder (since the error is "can't understand this interaction token")

for PK since fallen parts are considered that creature you could have it constantly switching between two castes just spewing forth droppers (which you can target a specific caste in a creature) and transform those parts in turn.

CREATURE:MONSTER:A - Lost Souls
CREATURE:MONSTER:B  - Blobs

They are.
I just ended up reinstalling DF and its fine now.


You're all kinda forgetting the line that contains the file name at the top.

Do you have that?

Yes.
Logged

evictedSaint

  • Bay Watcher
  • if (ANNOYED_W_FANS==true) { KILL_CHAR(rand()); }
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5211 on: June 08, 2013, 12:39:18 am »

Can I make the maxage [MAXAGE:100:100] to make a creature die at precisely age 100, or do I have to do [MAXAGE:99:100] instead?

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5212 on: June 08, 2013, 05:03:37 am »

100:100 should work. Try it!

Button

  • Bay Watcher
  • Plants Specialist
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5213 on: June 08, 2013, 11:12:54 pm »

I have a couple questions about the creature tags [LARGE_PREDATOR] and [UBIQUITOUS]:

From what I understand, only one [LARGE_PREDATOR] is allowed per region, and [UBIQUITOUS] creatures show up in every qualified region.

If a [LARGE_PREDATOR] is [UBIQUITOUS], does it take up the [LARGE_PREDATOR] slot for its region?

If two [LARGE_PREDATORS] with the same biome are [UBIQUITOUS], what happens?

And finally, what do I lose if I remove [LARGE_PREDATOR] from, for example, beak dogs?
Logged
I used to work on Modest Mod and Plant Fixes.

Always assume I'm not seriously back

Pie Maker

  • Bay Watcher
  • [DOES_NOT_MAKE_PIES]
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5214 on: June 10, 2013, 03:33:12 pm »

Is it possible to make a creature use a syndrome-causing interaction targeting itself only when it sees a hostile creature? If it is, could you please give me an example?
Logged
"W-w-w-w-what do you want?"
"...MORTAL. I COMMAND THEE. BRING ME CHEESE."

Hugo_The_Dwarf

  • Bay Watcher
  • Modding Mentor
    • View Profile
    • Regeneration: Forced Evolution
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5215 on: June 10, 2013, 04:16:53 pm »

Is it possible to make a creature use a syndrome-causing interaction targeting itself only when it sees a hostile creature? If it is, could you please give me an example?
USAGE_HINT:FLEEING

Code: (From Octopus) [Select]
[CAN_DO_INTERACTION:MATERIAL_EMISSION_WITH_HIDE_EFFECT]
[CDI:ADV_NAME:Squirt ink]
[CDI:USAGE_HINT:FLEEING]
[CDI:LOCATION_HINT:IN_WATER]
[CDI:BP_REQUIRED:BY_TYPE:UPPERBODY]
[CDI:MATERIAL:LOCAL_CREATURE_MAT:INK:SPATTER_LIQUID]
[CDI:VERB:squirt ink:squirts ink:NA]
[CDI:TARGET:C:SELF_ONLY]
[CDI:TARGET:D:SELF_ONLY]
[CDI:WAIT_PERIOD:200]
[CDI:FREE_ACTION]
Logged

Pie Maker

  • Bay Watcher
  • [DOES_NOT_MAKE_PIES]
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5216 on: June 11, 2013, 08:00:33 am »

Is it possible to make a creature use a syndrome-causing interaction targeting itself only when it sees a hostile creature? If it is, could you please give me an example?
USAGE_HINT:FLEEING

Code: (From Octopus) [Select]
[CAN_DO_INTERACTION:MATERIAL_EMISSION_WITH_HIDE_EFFECT]
[CDI:ADV_NAME:Squirt ink]
[CDI:USAGE_HINT:FLEEING]
[CDI:LOCATION_HINT:IN_WATER]
[CDI:BP_REQUIRED:BY_TYPE:UPPERBODY]
[CDI:MATERIAL:LOCAL_CREATURE_MAT:INK:SPATTER_LIQUID]
[CDI:VERB:squirt ink:squirts ink:NA]
[CDI:TARGET:C:SELF_ONLY]
[CDI:TARGET:D:SELF_ONLY]
[CDI:WAIT_PERIOD:200]
[CDI:FREE_ACTION]
Thanks Hugo. A question: will this make the creature only use the interaction when it is fleeing due to being hurt, or will it use it as soon as it spots an enemy? If it is the former, can I make the creature automatically flee from hostile creatures without the need to initiate combat? (Or do creatures always flee in this manner, just not in Arena mode?)
Logged
"W-w-w-w-what do you want?"
"...MORTAL. I COMMAND THEE. BRING ME CHEESE."

COMMOFDOOM

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5217 on: June 11, 2013, 07:55:19 pm »

Is there a way to induce dwarves to vomit. From either a bad thought, a displeasing sight or even placing a custom workshop.
Logged

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5218 on: June 11, 2013, 08:40:32 pm »

CE_UNCONSCIOUSNESS

MagmaMcFry

  • Bay Watcher
  • [EXISTS]
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5219 on: June 11, 2013, 08:42:34 pm »

You can give dwarves syndromes that induce nausea, but not in the ways you described. I'd assume DFHack could induce nausea from very bad thoughts, and maybe add a syndrome to miasma, but I don't know whether anyone did that already. But you can write a custom reaction for your custom workshop that creates a piece of material that evaporates at room temperature, which can be inhaled by the crafting dwarf, leading to syndromes causing nausea (efficiency guaranteed only with DFHack's itemsyndrome). But why do you need dwarves to barf anyway? Deck the halls with puke and vomit?
Logged
Pages: 1 ... 346 347 [348] 349 350 ... 544