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Author Topic: [MODDING] 0.34. QUESTIONS THREAD  (Read 990876 times)

TheFlame52

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #8145 on: April 03, 2015, 09:00:13 am »

I removed that already. My problem now is that it does work, but only on fresh corpses. If I remove FIT_FOR_RESURRECTION, the game crashes a few seconds after it loads.

Spoiler: new interaction (click to show/hide)

Spoiler: cat's part (click to show/hide)

Delioth

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #8146 on: April 03, 2015, 09:48:02 am »

I've not tested, so most of this is speculation on how things are processed, just as a warning.

Reading through your things, I realized that once something is dead, it doesn't recognize them as a creature anymore... they're just a named item by that point- and FIT_FOR_RESURRECTION limits the thing to targetting unrotten corpses. As such, removing the FIT_FOR_RESURRECTION tag allows it to target things that aren't corpses... and with 0 wait time they're probably crashing the game by turning several scores of fruits or things into new dwarves. It's like you're causing FPS death, but instead of a slow, prolonged death, you're dropping a nuke on it. Nevermind, I forgot about the TARGET:CORPSE thing.

But it's probably being screwy with the transformation and stuff.
Try adding the syndrome in a separate I_EFFECT and have it end around 10 ticks(It won't screw with anything, but it tends to make things a little cleaner.)

Do you have an error log?
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TheFlame52

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #8147 on: April 03, 2015, 09:52:14 am »

Nope, no error log. All the crashes give no error, besides the ones I was having early on where I forgot the TARGET:CORPSE part.

Delioth

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #8148 on: April 03, 2015, 10:35:41 am »

Well, since there's no error log, then it's probably overloading on calculations and crashing... I'm honestly not sure from there. I'd say you might just have to deal with not getting old corpses revivified. I'm about at the end of my resources... Sorry that I can't help much more.
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Help us write a story!
We're currently setting the scene and world- characters, civilizations, flora/fauna, cities, places, anything setting!
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When in doubt, Apply Magma

TheFlame52

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #8149 on: April 03, 2015, 10:36:46 am »

Ah well, whatever. Good enough. Thanks, guys.

Zealot Vedas

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #8150 on: April 07, 2015, 03:29:50 am »

Just a quick question involving Reactions. I modded in a simple adventure mode reaction that lets me create a statue out of tool stone (the same as used for Knapping), but I was wondering how I would go about changing it so that will accept *any* reagent (bones, meat, the iron sword I just pulled out of my enemy's hand) instead of just tool stones.

Thanks in advance!
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ArKFallen

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #8151 on: April 07, 2015, 04:48:43 am »

Just a quick question involving Reactions. I modded in a simple adventure mode reaction that lets me create a statue out of tool stone (the same as used for Knapping), but I was wondering how I would go about changing it so that will accept *any* reagent (bones, meat, the iron sword I just pulled out of my enemy's hand) instead of just tool stones.

Thanks in advance!
[REAGENT:A:1:NONE:NONE:NONE:NONE]
If you ever make more adventure mode reactions I suggest you pick 1 item type to be the one anything can be made into and all the other ones take from it for materials. This is because it will show every possible choice which can be quite long when you have weapons and things on the ground.

For example I use helmets
Code: [Select]

[REACTION:CONVERT_TO_HELM_ADV]
[NAME:make into a helm]
[ADVENTURE_MODE_ENABLED]
[REAGENT:A:1:NONE:NONE:NONE:NONE]
[PRODUCT:100:1:HELM:ITEM_HELM_HELM:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:SITUATIONAL_AWARENESS]

[REACTION:CONVERT_TO_HOOD_ADV]
[NAME:make a hood]
[ADVENTURE_MODE_ENABLED]
[REAGENT:A:1:HELM:ITEM_HELM_HELM:NONE:NONE]
[PRODUCT:100:1:HELM:ITEM_HELM_HOOD:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:SITUATIONAL_AWARENESS]

[REACTION:CONVERT_TO_TURBAN_ADV]
[NAME:make a turban]
[ADVENTURE_MODE_ENABLED]
[REAGENT:A:1:HELM:ITEM_HELM_HELM:NONE:NONE]
[PRODUCT:100:1:HELM:ITEM_HELM_TURBAN:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:SITUATIONAL_AWARENESS]

[REACTION:CONVERT_TO_MASK_ADV]
[NAME:make a mask]
[ADVENTURE_MODE_ENABLED]
[REAGENT:A:1:HELM:ITEM_HELM_HELM:NONE:NONE]
[PRODUCT:100:1:HELM:ITEM_HELM_MASK:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:SITUATIONAL_AWARENESS]

[REACTION:CONVERT_TO_VIEL1_ADV]
[NAME:make a head veil]
[ADVENTURE_MODE_ENABLED]
[REAGENT:A:1:HELM:ITEM_HELM_HELM:NONE:NONE]
[PRODUCT:100:1:HELM:ITEM_HELM_VEIL_HEAD:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:SITUATIONAL_AWARENESS]

[REACTION:CONVERT_TO_VIEL2_ADV]
[NAME:make a face veil]
[ADVENTURE_MODE_ENABLED]
[REAGENT:A:1:HELM:ITEM_HELM_HELM:NONE:NONE]
[PRODUCT:100:1:HELM:ITEM_HELM_VEIL_FACE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:SITUATIONAL_AWARENESS]
It then goes on to other items.
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Zealot Vedas

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #8152 on: April 07, 2015, 05:10:24 am »

Ah, thanks very much!
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