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Author Topic: [MODDING] 0.34. QUESTIONS THREAD  (Read 1002267 times)

Monk321654

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2115 on: July 09, 2012, 12:13:18 pm »

This is a really small one...
What's the raw tag for a Mechanism?
I'm trying to get a creature to drop an iron mechanism as an item corpse, but I can't get it to work.
Before that I got it to drop a pipe section, so no problem there.
I just need to know what to type in to get it to drop a gear. Now I'm using:

[ITEMCORPSE:MECHANISM:NO_SUBTYPE:INORGANIC:IRON]
[ITEMCORPSE_QUALITY:3]

Also, as a side question, is there any way I can get it to drop multiple items?
I'd like it to drop a Pipe Section (Pulled it off) A bar or two of Iron (Not attempted, but probable) And a few dozen mechanisms.
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Hugo_The_Dwarf

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2116 on: July 09, 2012, 12:21:01 pm »

TRAPPARTS is mechanisms, but the only way to get it to drop many parts is with extra butcher objects. Which means a corpse will have to be left behind.

EDIT:
Unless you want a custom tool to be dropped on death that a custom reaction takes and makes the items you want.
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Monk321654

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2117 on: July 09, 2012, 12:23:51 pm »

Thanks for that.

But I found an alternative:
I'll make multiple castes, and have each one drop a different part.
But, my greatest thanks!
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This is a side-effect of dwarven animal training (hit animal with hammer until it forgets that it hates you, then lovingly cuddle it).

I'm not your average Bay12er. I care about my drunken midgets.

alesia

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2118 on: July 09, 2012, 08:42:30 pm »

If I want to change gizzard stones to be *raw* gems (for long term fortress mooding), does the definition look like this:

[EXTRA_BUTCHER_OBJECT:BY_CATEGORY:GIZZARD]
[EBO_ITEM:ROUGH:NONE:ANY_HARD_STONE]

I know that ROUGH defines the dropped object as uncut gemstones or glass, but I'm confused as to what to use for that last token on EBO_ITEM.  I'd like the drop to be a random type of rough gemstone, definitely not a stone or ore boulder and preferably not rough glass (but I can live with occasional raw glass lumps).
I think in old 40d you could say GEM_GLOSS_MAT? something like that, but Toady removed that. and he added in ANY_HARD_STONE which i think covered the old STONE_GLOSS in 40d. So no random gems I am afraid. you can have a pre-set gem, but it's not the same.

Yeah, I ended up having to go with:
[EXTRA_BUTCHER_OBJECT:BY_CATEGORY:GIZZARD]
[EBO_ITEM:ROUGH:NONE:INORGANIC:CRYSTAL_ROCK]

Covers rough gem moods *and* crystal glass moods, but sadly not at all random.  :(
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Roses

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2119 on: July 09, 2012, 09:02:44 pm »

Quick question. Anyone know what happens if you give a megabeast or semi-megabeast the UBIQUITOUS tag?
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Rhyschew

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2120 on: July 11, 2012, 08:03:56 pm »

dammit, why is this not working. I'm trying to give my creature the ability to raise corpses but when I copy and paste the interaction example over to my creature it gains no ability whatsoever.

This is the interaction I am copy and pasta'ring
Spoiler (click to show/hide)
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2121 on: July 11, 2012, 08:16:36 pm »

Check your errorlog. See what it says.

In short: that doesn't go in the creature.

Hugo_The_Dwarf

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2122 on: July 11, 2012, 08:21:36 pm »

Putnam is right that goes into a INTERACTION file

in which a creature CALLS the INTERACTION with a CAN_DO_INTERACTION tag. Hop over to the GCS or Fire Imp or CAT to see how their interactions are made
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Rhyschew

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2123 on: July 11, 2012, 09:46:46 pm »

Okay, from what you two told me and what I gleamed from looking at the raws of other creatures that use interactions, I should have a tag like this in my creature's raws

Spoiler (click to show/hide)
and then in an interaction file, something like this
Spoiler (click to show/hide)

Obviously I have done something wrong here as when I use the creature in the Object testing arena the only natural ability it has is "unknown interaction".

Sorry if my inexperience is bugging you, but I'm hoping this will be the last time I will have to.
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Hugo_The_Dwarf

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2124 on: July 11, 2012, 09:51:14 pm »

LOL!

ok what you have in the interaction file should mainly be in the creature

Code: (Creature) [Select]
   [CAN_DO_INTERACTION:ANIMATE]
[CDI:ADV_NAME:Animate Dead]
[CDI:FREE_ACTION]
[CDI:TARGET:B:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:A:15]
[CDI:MAX_TARGET_NUMBER:A:1]
[CDI:WAIT_PERIOD:50] --- fast
Code: (Interaction) [Select]
[INTERACTION:ANIMATE]
[I_TARGET:A:CORPSE]
[IT_LOCATION:CONTEXT_ITEM]
[IT_AFFECTED_CLASS:GENERAL_POISON]
[IT_REQUIRES:FIT_FOR_ANIMATION]
[IT_FORBIDDEN:NOT_LIVING]
[IT_MANUAL_INPUT:corpses]
[I_EFFECT:ANIMATE]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:Animated corpse]
[SYNDROME]
[CE_FLASH_TILE:TILE:165:3:0:0:FREQUENCY:2000:1000:START:0]
[CE_PHYS_ATT_CHANGE:STRENGTH:300:1000:TOUGHNESS:300:1000:START:0]
[CE_SPEED_CHANGE:SPEED_PERC:60:START:0]
[CE_ADD_TAG:NO_AGING:NOT_LIVING:OPPOSED_TO_LIFE:EXTRAVISION:NOEXERT:NOPAIN:NOBREATHE:NOSTUN:NONAUSEA:NO_DIZZINESS:NO_FEVERS:NOEMOTION:PARALYZEIMMUNE:NOFEAR:NO_EAT:NO_DRINK:NO_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST:NOTHOUGHT:NO_THOUGHT_CENTER_FOR_MOVEMENT:NO_CONNECTIONS_FOR_MOVEMENT:START:0]
[CE_REMOVE_TAG:HAS_BLOOD:TRANCES:LIKES_FIGHTING:MISCHIEVOUS:START:0]

Think of an INTERATION as being a template, and the creature draws from a template and adds its own herbs and spices.
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Sanure

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2125 on: July 11, 2012, 11:02:25 pm »

Think of an INTERATION as being a template, and the creature draws from a template and adds its own herbs and spices.

Hugo remeber the gargoyle and the hot sauce... and the larder?

Anyways, I have a question. When it comes to using clay, sand, and water. how do you use these in reactions (I remember somewhere hugo told me this but ive totally forgotten when...)?
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2126 on: July 11, 2012, 11:04:41 pm »

Clay would be BOULDER:NONE:NONE:NONE with HAS_MATERIAL_REACTION_PRODUCT:FIRED_MAT right after (This also includes kaolinite, however).

The rest can be figured out with the Wiki's item token and material token articles.

Hugo_The_Dwarf

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2127 on: July 11, 2012, 11:06:28 pm »

Think of an INTERATION as being a template, and the creature draws from a template and adds its own herbs and spices.

Hugo remeber the gargoyle and the hot sauce... and the larder?

Anyways, I have a question. When it comes to using clay, sand, and water. how do you use these in reactions (I remember somewhere hugo told me this but ive totally forgotten when...)?

Water

LIQUID_MISC:NONE:WATER:NONE

Clay

BOULDER:NONE:NONE:NONE][HAS_MATERIAL_REACTION_PRODUCT:FIRED_MAT]
^^ or goto all clay inorganics and add [REACTION_CLASS:CLAY] to them ^^

Sand

POWDER_MISC:NONE:INORGANIC:SAND_TAN
^^^ or goto all inorganic sands and add a [REACTION_CLASS:SAND] to them ^^

EDIT:
also Lol :P
« Last Edit: July 11, 2012, 11:08:19 pm by Hugo_The_Dwarf »
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LordRandomness

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2128 on: July 12, 2012, 03:37:41 am »

Question: I'm attempting to have a creature use an interaction on itself to buff itself temporarily (increased speed, as it were). I'm doing this by making it give itself a limited-duration syndrome that affects speed positively. So:

1) Is there any way to make it only use the interaction when it's near an enemy? (I suspect not, currently it uses it just all the time, that's okay),

2) The interaction, when used in arena "fortress" testing mode, seems to be affecting all creatures on the map despite it being set to target SELF_ONLY and max. one target. What's causing this, and how can I stop it? (It's either affecting all creatures or a random assortment including itself, neither of which is good, but I'm not sure which thanks to some confusing messages). The interaction itself is:

Code: [Select]
[INTERACTION:BOOSTDEF2]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_CANNOT_TARGET_IF_ALREADY_AFFECTED]
[IT_MANUAL_INPUT:enemy]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[CE_PHYS_ATT_CHANGE:TOUGHNESS:200:0:PROB:100:START:0:PEAK:0:END:90]

aaand the usability bit on the creature is:

Code: [Select]
[CAN_DO_INTERACTION:BOOSTDEF2]
[CDI:TARGET:C:SELF_ONLY]
[CDI:WAIT_PERIOD:350]
[CDI:ADV_NAME:defense boost]
[CDI:VERB:toughen up:toughens up:NA]
[CDI:TARGET_VERB:become tougher:becomes tougher]

Note that I started modding, like, yesterday, I've been using every resource I can find but I'm guessing there's just something I've missed to make this work properly.
« Last Edit: July 12, 2012, 03:59:37 am by LordRandomness »
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Hugo_The_Dwarf

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2129 on: July 12, 2012, 09:00:21 am »

      [CAN_DO_INTERACTION:BOOSTDEF2]
         [CDI:TARGET:C:SELF_ONLY]
         [CDI:WAIT_PERIOD:350]
         [CDI:ADV_NAME:defense boost]
         [CDI:VERB:toughen up:toughens up:NA]
         [CDI:TARGET_VERB:become tougher:becomes tougher]

Target "C" where is target "C"?
you want [CDI:TARGET:A:SELF_ONLY]

other then that these are pretty good if i say so myself. Just a simple misplaced Variable.
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