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Author Topic: [MODDING] 0.34. QUESTIONS THREAD  (Read 999535 times)

zzedar

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4800 on: April 17, 2013, 12:59:50 pm »

Is there any way to set how much time a custom reaction takes?
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i2amroy

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4801 on: April 17, 2013, 01:58:42 pm »

Is there any way to set how much time a custom reaction takes?
Not directly no. Right now all custom reactions operate on the same principles as vanilla reactions so the speed is set. What you can do is make a multi-step reaction if you want a longer time though.

Example: Bless wood reaction
1)Wood -> Blessed Wood (25%) [this can be a TOY item if you don't want partially blessed wood to be used]
2)Blessed Wood (25%) -> Blessed Wood (50%)
3)Blessed Wood (50%) -> Blessed Wood (75%)
4)Blessed Wood (75%) -> Blessed Wood [this is your actual blessed wood].

If you make all of the reactions but the first one AUTOMATIC (in this case the Wood -> Blessed Wood (25%)) then when a dwarf starts the process they should automatically complete it all of the way unless they get interrupted without any further micromanagement on the player's end.
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zzedar

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4802 on: April 17, 2013, 05:02:35 pm »

Not directly no. Right now all custom reactions operate on the same principles as vanilla reactions so the speed is set.
See, that's what perplexed me. There clearly are some vanilla reactions that take longer than others -- strand extraction, for instance.
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4803 on: April 17, 2013, 05:06:21 pm »

Those aren't really reactions, in the raw sense--they're hardcoded.

zzedar

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4804 on: April 17, 2013, 11:48:55 pm »

Hmmm... I wonder if I could set it up such that beginning the reaction (or at a point directly preceding the reaction), a special interaction was applied to the dwarf that adjusted said dwarf's speed, and then the effect ended as soon as the dwarf left the workshop. Would that work? Does CE_SPEED_CHANGE affect speed of work, or just speed of movement?
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4805 on: April 17, 2013, 11:54:27 pm »

It affects speed of everything as of now.

i2amroy

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4806 on: April 18, 2013, 12:32:55 am »

While the idea is sound, right now there isn't any way to put it into action, (i.e. you can't make something that only affects dwarves in a specific workshop unless you made them perform another reaction to create a boiling stone with that effect first).
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It would be brutally difficult and probably won't work. In other words, it's absolutely dwarven!
Cataclysm: Dark Days Ahead - A fun zombie survival rougelike that I'm dev-ing for.

zzedar

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4807 on: April 18, 2013, 12:39:15 am »

While the idea is sound, right now there isn't any way to put it into action, (i.e. you can't make something that only affects dwarves in a specific workshop unless you made them perform another reaction to create a boiling stone with that effect first).
(Edit, replacing original response): I think I could do it with a DFHack script, though I don't see any way to do it efficiently -- I'd have to regularly check whether the reaction was ongoing, since DFHack only has a reactioncomplete hook, not a reactionstarted hook.
« Last Edit: April 18, 2013, 12:45:36 am by zzedar »
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Trapezohedron

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4808 on: April 18, 2013, 02:09:39 am »

How does one create an explosive creature, one that goes boom after creation?
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smakemupagus

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4809 on: April 18, 2013, 02:13:58 am »

For a simple self immolating destruction, tissues are flammable at room temperature works.

For explosion, hmm.  You could just give it CDI destructive materials emission attacks such as undirected dust attacks without appropriate usage hints.

zzedar

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4810 on: April 18, 2013, 02:14:29 am »

How does one create an explosive creature, one that goes boom after creation?
Set its body temperature to be higher than its boiling point.
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Hugo_The_Dwarf

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4811 on: April 18, 2013, 09:42:31 am »

How does one create an explosive creature, one that goes boom after creation?

Like a complete explosion? total vaporization? then:

How does one create an explosive creature, one that goes boom after creation?
Set its body temperature to be higher than its boiling point.
For a simple self immolating destruction, tissues are flammable at room temperature works.

For explosion, hmm.  You could just give it CDI destructive materials emission attacks such as undirected dust attacks without appropriate usage hints.

But if you want it to be more of a "I see you, BOOM!" then:
Spoiler (click to show/hide)

the interaction:
Spoiler (click to show/hide)

This is a caste of a special mechanical creature that I have in a few of my mods that litterly can be pastured and they hide, spring from ambush to explode violently, at rare times it survives, most times it and it's target(s) are dead.
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Trapezohedron

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4812 on: April 18, 2013, 09:49:03 am »

How does one create an explosive creature, one that goes boom after creation?

Like a complete explosion? total vaporization? then:

How does one create an explosive creature, one that goes boom after creation?
Set its body temperature to be higher than its boiling point.
For a simple self immolating destruction, tissues are flammable at room temperature works.

For explosion, hmm.  You could just give it CDI destructive materials emission attacks such as undirected dust attacks without appropriate usage hints.

But if you want it to be more of a "I see you, BOOM!" then:
Spoiler (click to show/hide)

the interaction:
Spoiler (click to show/hide)

This is a caste of a special mechanical creature that I have in a few of my mods that litterly can be pastured and they hide, spring from ambush to explode violently, at rare times it survives, most times it and it's target(s) are dead.

I tested this hours earlier, really impressed with your work. Sets a large multi-colored kaboom that burns and moves targets everywhere. But I decided not to use this, due to being unfamiliar with animation mechanics.
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Wannabehero

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4813 on: April 18, 2013, 02:56:07 pm »

Sooooo,  when a creature has the [CARNIVORE] token, will it only item edibles made from Item token MEAT, or any edible with the [MEAT] token in it?

Specifically, take kobolds, which are [BONECARN] and thereby CARNIVORE.  Aside from MEAT produced by butchering, would they eat, say, cheeses or tallow if the material definition included the [MEAT] material definition token?
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i2amroy

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4814 on: April 18, 2013, 03:25:18 pm »

I think they will eat anything with the [MEAT] token on it, but I'm not 100% on that.
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Quote from: PTTG
It would be brutally difficult and probably won't work. In other words, it's absolutely dwarven!
Cataclysm: Dark Days Ahead - A fun zombie survival rougelike that I'm dev-ing for.
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