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Author Topic: [MODDING] 0.34. QUESTIONS THREAD  (Read 999401 times)

Xangi

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4725 on: April 07, 2013, 03:49:57 pm »

Spoiler: Inorganic (click to show/hide)

Could make your poisions self induced interactions, that are aquired through a material, just pick this apart.
Aha, yes I was wondering if something like that was feasible, that may be one solution to my vampire blood transmission problem. Thank you.

On the off chance anyone knows, is it possible to make a reaction to get blood from any piece of a creature? I have this reaction here:
Code: [Select]
[REACTION:C_EV_EXTRACT]
[NAME:create vampiric wolf extract]
[ADVENTURE_MODE_ENABLED]
[REAGENT:bottle:1:TOOL:ITEM_TOOL_BOTTLE:NONE:NONE][DOES_NOT_DETERMINE_PRODUCT_AMOUNT][PRESERVE_REAGENT][EMPTY]
[REAGENT:corpse:1:NONE:NONE:CREATURE_MAT:WOLF_V:ALL][UNROTTEN][PRESERVE_REAGENT]
[PRODUCT:100:1:LIQUID_MISC:NONE:CREATURE_MAT:WOLF_V:EXTRACT][PRODUCT_DIMENSION:150]
[PRODUCT_TO_CONTAINER:bottle]
and I was wondering if I should even try to change it to work for any creature or if that would be a waste of time. ITEM_TOOL_BOTTLE is already defined in another raw, so don't worry about that.
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4726 on: April 07, 2013, 03:59:55 pm »

Wouldn't it be easier to use the FLASK:NONE item than the bottle?

Anyway, note sure if that CREATURE_MAT:WOLF_V:ALL will work.

Xangi

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4727 on: April 07, 2013, 04:03:08 pm »

Wouldn't it be easier to use the FLASK:NONE item than the bottle?

Anyway, note sure if that CREATURE_MAT:WOLF_V:ALL will work.
Oh, that part works all right, not sure how but it does. It asks for skin or fat, but actually works for any material from the animal. I made the bottles specifically so I could have small containers made from bone and horn, which is why I was asking about flasks earlier. Since apparently you can't make your own flasks, I just made those instead.
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Roses

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4728 on: April 07, 2013, 08:58:45 pm »

I don't suppose [NATURAL_SKILL:ALL:10] works does it?
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Xangi

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4729 on: April 07, 2013, 09:28:57 pm »

I don't suppose [NATURAL_SKILL:ALL:10] works does it?
I don't think it does. Haven't tried it.
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i2amroy

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4730 on: April 08, 2013, 09:43:37 am »

I don't suppose [NATURAL_SKILL:ALL:10] works does it?
I don't think it does. Haven't tried it.
It doesn't work. Whatever goes in the first argument needs to be a skill token. You could, however, set up a creature variation which would shorten it down to two lines in your creature (and would be useful if you were applying it to multiple creatures).
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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4731 on: April 08, 2013, 02:05:01 pm »

I was hoping someone could help me with an interaction for the hydra that would cause it to basically 'heal' lost heads by transforming into itself and is triggered by the loss of one of its noggins. Not entirely sure if the loss thing is a possible thing for it to react to though.
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Xangi

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4732 on: April 08, 2013, 02:21:45 pm »

I was hoping someone could help me with an interaction for the hydra that would cause it to basically 'heal' lost heads by transforming into itself and is triggered by the loss of one of its noggins. Not entirely sure if the loss thing is a possible thing for it to react to though.
Put this into the hydra raw:
Code: [Select]
[CAN_DO_INTERACTION:HYDRA_REGEN]
[CDI:ADV_NAME:Regenerate]
[CDI:TARGET:A:SELF_ONLY]
[CDI:USAGE_HINT:FLEEING]
[CDI:MAX_TARGET_NUMBER:A:1]
[CDI:VERB:regenerate:regenerates:NA]
[CDI:WAIT_PERIOD:1000]

And make a new file called interaction_hydraregen with this inside:
Code: [Select]
interaction_hydraregen
[OBJECT:INTERACTION]
[INTERACTION:HYDRA_REGEN]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[CE_BODY_TRANSFORMATION:START:0:END:1]
  [CE:CREATURE:HYDRA:MALE]

When the hydra gets weak enough to break combat, it'll regenerate all its wounds. Adjust the CDI:WAIT_PERIOD as necessary to keep this from getting too absurd.
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zlurker

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4733 on: April 08, 2013, 02:42:20 pm »

I was hoping someone could help me with an interaction for the hydra that would cause it to basically 'heal' lost heads by transforming into itself and is triggered by the loss of one of its noggins. Not entirely sure if the loss thing is a possible thing for it to react to though.
Put this into the hydra raw:
Code: [Select]
[CAN_DO_INTERACTION:HYDRA_REGEN]
[CDI:ADV_NAME:Regenerate]
[CDI:TARGET:A:SELF_ONLY]
[CDI:USAGE_HINT:FLEEING]
[CDI:MAX_TARGET_NUMBER:A:1]
[CDI:VERB:regenerate:regenerates:NA]
[CDI:WAIT_PERIOD:1000]

And make a new file called interaction_hydraregen with this inside:
Code: [Select]
interaction_hydraregen
[OBJECT:INTERACTION]
[INTERACTION:HYDRA_REGEN]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[CE_BODY_TRANSFORMATION:START:0:END:1]
  [CE:CREATURE:HYDRA:MALE]

When the hydra gets weak enough to break combat, it'll regenerate all its wounds. Adjust the CDI:WAIT_PERIOD as necessary to keep this from getting too absurd.

I'll add it in when I get to playing a bit later and see if it works.
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zzedar

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4734 on: April 08, 2013, 03:57:39 pm »

Is there any way to make a creature that eats coke? SPECIFIC_FOOD doesn't seem to support that kind of thing.
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4735 on: April 08, 2013, 06:29:42 pm »

Yeah, things can't eat stuff if stuff isn't a food item (CHEESE etc.)

Stirk

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4736 on: April 08, 2013, 06:31:44 pm »

Quote
Is there any way to make a creature that eats coke? SPECIFIC_FOOD doesn't seem to support that kind of thing.


Not without some insane walkaround, SPEC FOOD only supports things that come from plants and creatures, to my knowledge.
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Gentlefish

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4737 on: April 08, 2013, 06:58:52 pm »

Make a reaction that turns COKE into COKE_FOOD which is a product of a plant that doesn't grow in-game?

Also, is it possible to create an object in-game that can have historical engravings and creatures on it?

Like, "this is a painted canvas. It depicts forgotten beasts by Urist McArtist. The forgotten beasts are undulating rhythmically."
« Last Edit: April 08, 2013, 07:00:54 pm by Pufferfish »
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4738 on: April 08, 2013, 06:59:39 pm »

Or just have the reaction turn it into a CHEESE of material COAL:COKE.

Langolier

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4739 on: April 09, 2013, 02:37:47 am »

I have here a reaction for a simple mining system in adventure mode, which I'm using in the crafting of adventure mode armors.

Spoiler (click to show/hide)

Problem is it feels a tad overpowered, since theoretically you could just spam it until you have a full candy suit of armor. Any way I could reduce the OP'ness without getting rid of possible ores? I was thinking to not preserve the pick reagent, but I'm not sure how frequent they are found while adventuring...
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