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Author Topic: [MODDING] 0.34. QUESTIONS THREAD  (Read 1002339 times)

Jay

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #165 on: February 16, 2012, 03:54:04 pm »

Unfortunately the shape change can't be incorporated into the resurrection but I've made it to where you can fully heal only after you resurrect someone.
It can't?  How would everything ELSE work but not that?  Seems a little...  odd.
Code: [Select]
[INTERACTION:UDVRES]
[I_TARGET:A:CORPSE]
[IT_LOCATION:CONTEXT_ITEM]
[IT_AFFECTED_CLASS:GENERAL_POISON]
[IT_REQUIRES:FIT_FOR_RESURRECTION]
[IT_FORBIDDEN:NOT_LIVING]
[IT_MANUAL_INPUT:corpses]
[I_EFFECT:RESURRECT]
[IE_TARGET:A]
[IE_IMMEDIATE]
[I_TARGET:B:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_AFFECTED_CLASS:GENERAL_POISON]
[IT_FORBIDDEN:NOT_LIVING]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:B]
[IE_IMMEDIATE]
[SYNDROME]
[CE_BODY_TRANSFORMATION:START:0:END:1]
[CE:CREATURE:BIRD_CROW:MALE]---Well they are said to be the souls of the dead :P
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ArKFallen

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #166 on: February 16, 2012, 04:27:05 pm »

Unfortunately the shape change can't be incorporated into the resurrection but I've made it to where you can fully heal only after you resurrect someone.
It can't?  How would everything ELSE work but not that?  Seems a little...  odd.
After you pick the corpse it isn't raised and can't be changed into something else. Once it's raised the interaction is over. After the interaction is over you need to start another one to get anything done.
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Zared

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #167 on: February 16, 2012, 05:07:59 pm »

I posted this !!SCIENCE!! discovery in the Dwarf Mode Discussion forums, but it's pretty modding related so I'll duplicate it here.

You can have your reactions/interactions/anything else reference the generated materials raws, if you know what they will be called.  For example, evil rains are all called EVIL_RAIN_#, forgotten beasts get a similar naming scheme, and so on. 

So, if you like the random rains/fogs, but want to adjust how the reanimation works in evil biomes, you can set worldgen to create 0 regional interactions, then create your own regional interactions,  but still have said interactions refer to the randomly generated evil weather.  For example, if you set generated regional interactions to 0 (but leave the fog and rain counts as not-zero), and then have this in an interaction_.txt file

Code: [Select]
[OBJECT:INTERACTION]
[INTERACTION:EXAMPLE EVIL RAIN REGION]
[I_SOURCE:REGION]
[IS_REGION:EVIL_ONLY]
[IS_REGION:SAVAGE_ALLOWED]
[IS_REGION:ANY_TERRAIN]
[IS_FREQUENCY:100]
[I_TARGET:C:MATERIAL]
[IT_MATERIAL:MATERIAL:INORGANIC:EVIL_RAIN_1:WEATHER_FALLING_MATERIAL]
[I_EFFECT:MATERIAL_EMISSION]
[IE_TARGET:C]
[IE_INTERMITTENT:WEEKLY]
Then if that's the only regional interaction, all evil regions in your world will use whatever EVIL_RAIN_1 is as their falling material interaction, and it will be different for each world.  Now the error log will constantly complain about your raws having invalid materials, but it works all the same.

Why do this?  Well, it lets you customize the animation regional interactions without losing the randomness of the generated weather effects making each world unpredictable ;)  Of course a better way is probably to write your own script to generate random weather materials/syndromes, but this is WAY faster :P
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Rumrusher

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #168 on: February 16, 2012, 05:16:31 pm »

Hmm race changing so far race changing to heal way back before work only if you change the person to a bronze colossus then wait a few ticks so the wounds restart then you change them back.
Though I wonder had any one found a way to bring back someone as a ghost? Or is that still out of modders grasp and can only be done through creature flag hacking ala Dfusion?
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UltraValican

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #169 on: February 16, 2012, 05:46:12 pm »

Anyone know the material tag for Adamantine "cloth"?
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Jay

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #170 on: February 16, 2012, 06:00:06 pm »

Anyone know the material tag for Adamantine "cloth"?
Cloth is an item type.
[PRODUCT:100:1:CLOTH:NONE:INORGANIC:ADAMANTINE]
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GaxkangtheUnbound

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #171 on: February 16, 2012, 06:01:53 pm »

More disappointment.
The [CRAZED] tag seems to be exactly like [OPPOSED_TO_LIFE], except possibly countering each other? (needs verification).
Next up: evil glacier mist that flash-freezes creatures into random statues.
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UltraValican

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #172 on: February 16, 2012, 06:03:00 pm »

Anyone know the material tag for Adamantine "cloth"?
Cloth is an item type.
[PRODUCT:100:1:CLOTH:NONE:INORGANIC:ADAMANTINE]
I want clothes, socks, robes etc. made from adamantine.
Edit-And of course, Thank You.
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Meph

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #173 on: February 16, 2012, 06:06:13 pm »

I just want to say that I am back, I love this thread, will make a reaction that transforms a live dwarf into a live golem, dragon age-style, and wanted to ask:

There a no bad thoughts about tranformations, right ? As in: Oh, sry, your husband will be a giant metal construct for... like... however, but dont feel sry, there is a masterwork table nearby.
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GaxkangtheUnbound

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #174 on: February 16, 2012, 06:29:48 pm »

Oh, and I have a question:
Is there any way to change a creature material? Hopefully, I'd have frozen creatures just have their whole body turn to ice, with them still alive, unable to do anything until merciful melting comes.
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Meph

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #175 on: February 16, 2012, 06:31:15 pm »

You might change them into ice, but they will still move as always. And will melt like normal ice.
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GaxkangtheUnbound

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #176 on: February 16, 2012, 06:32:13 pm »

You might change them into ice, but they will still move as always. And will melt like normal ice.
The moving part can be easily fixed by permanent paralysis and NOBREATHE added.
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narhiril

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #177 on: February 16, 2012, 06:54:55 pm »

Has anyone tried giving something IMMOBILE_LAND and a material emission interaction?  You might be able to kludge together your own little "siege engine" creatures, that could probably be hauled around using pen/pasture designations.

Arek

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #178 on: February 16, 2012, 07:03:50 pm »

Trying to make an interaction that lobs a big lump of rock/metal at something. Seems quite trivial but there's nothing on the wiki about interactions.

Code: [Select]
[CAN_DO_INTERACTION:MATERIAL_EMISSION]
     [CDI:ADV_NAME:Lob metal]
   [CDI:USAGE_HINT:ATTACK]
   [CDI:BP_REQUIRED:BY_CATEGORY:HAND]
   [CDI:MATERIAL:INORGANIC:IRON]
   [CDI:TARGET:C:LINE_OF_SIGHT]
   [CDI:TARGET_RANGE:C:20]
   [CDI:MAX_TARGET_NUMBER:C:1]
   [CDI:WAIT_PERIOD:30]

Just put that into the creature you want to.
Added this to iron man, work perfectly.
Spoiler (click to show/hide)

Added this as gained ability to wizards, dont work, any idea why?
Spoiler (click to show/hide)

Also, any way to emit sharp objects?


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Jay

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #179 on: February 16, 2012, 07:59:30 pm »

Spoiler (click to show/hide)
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