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Author Topic: [MODDING] 0.34. QUESTIONS THREAD  (Read 999512 times)

Greiger

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4815 on: April 18, 2013, 10:34:56 pm »

Does anybody know how creature shells work?  I created a creature with the plans that it would have an armored bony bit partially covering it's head.  Managed to get it in place and not throwing errors but when I attack the critter in the arena I discover that it is listing it's armored frill as a separate bodypart from the head.  It's head seems hard to hit, but I can't be sure it's unusually so, as the head always tends to be a hard target anyway.  Actually hitting the head shows no sign of it going through the frill first, and smashing the frill shows no sign of damage to the head.

Trying again with a turtle, as it's shell is what I based the frill bodypart around, and it seems to be a little harder to hit it's upper body, but again it's not conclusively so.

Does anybody in here know if shells provide any 'make it harder to hit' style protection to what they are supposed to be covering or do they just act as fluff?
« Last Edit: April 18, 2013, 10:38:24 pm by Greiger »
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zzedar

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4816 on: April 18, 2013, 11:14:11 pm »

Do you have the actual raws? You need to set the BP_RELATION to have it surround the body part in question -- depending on the coverage token in the BP_RELATION tag, it will provide more or less protection.
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D_E

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4817 on: April 19, 2013, 01:23:57 am »

Does anybody in here know if shells provide any 'make it harder to hit' style protection to what they are supposed to be covering or do they just act as fluff?

Shells that properly surround a bodypart take damage instead of the surrounded bodypart. So if the frill is properly set up, when the creature is struck in the head its frill will take damage rather than it's head. The combat messages will still claim that the head was damaged, though, so you have to actually look at the creature to check whether you hit the head or if the attack was intercepted by the frill.
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Boltgun

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4818 on: April 19, 2013, 02:48:01 am »

How can you properly debug a syndrome ?

I made a reaction that transform a surrounding creature in this post.

It worked well when I had only one. Then I copied over the inorganics and interactions, changing only the ID of the items involved.
Only the first one worked, and it was not even the original one. I cannot even see where is the issue and trying to fix that only broken the last working reaction. There is too much potential issues in a syndrome reaction I cannot reliably test.

Is there a way to display a message when a creature receive a syndrome , when it receive the ability to do an interaction and when said interaction is activated ?

I need to dump something like "Milith is affected by syndrome X" and "Milith used interaction Y on creature Z" so I can narrow the issue on a single step.

Of course the error log is empty. Syndromes are the worst thing in the history of things. >:(
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i2amroy

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4819 on: April 19, 2013, 03:12:54 am »

You might want to ask the question of why it isn't working in whatever utility you are using to apply the syndromes. I'm not too sure how much we can help you here in the general questions thread. :P

And to answer your other question, I don't know of anything that will output a log like that off the top of my head.
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zzedar

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4820 on: April 19, 2013, 03:46:32 am »

It worked well when I had only one. Then I copied over the inorganics and interactions, changing only the ID of the items involved.
What changes exactly did you make? In particular, I note that the reaction is a [FREE_ACTION], so is it possible that the game tried to apply both interactions to the same target at the same time?
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smakemupagus

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4821 on: April 19, 2013, 04:10:03 am »

"Milith used interaction Y on creature Z" so I can narrow the issue on a single step.

The CDI:VERB and CDI:TARGET_VERB interaction tokens will put stuff in your combat log.

Milith invokes the rite of pain!
Elf speardancer is wracked with pain!

      [CAN_DO_INTERACTION:PAIN_ORC]
         [CDI:ADV_NAME:Rite of pain]
         [CDI:USAGE_HINT:ATTACK]         
         [CDI:BP_REQUIRED:BY_CATEGORY:HAND]
         [CDI:VERB:invoke the rite of pain:invokes the rite of pain:NA]
         [CDI:TARGET_VERB:are wracked with pain:is wracked with pain:NA]
         [CDI:TARGET:A:LINE_OF_SIGHT]
         [CDI:TARGET_RANGE:A:10]
         [CDI:MAX_TARGET_NUMBER:A:1]
         [CDI:WAIT_PERIOD:100]

Boltgun

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4822 on: April 19, 2013, 05:31:30 am »

You might want to ask the question of why it isn't working in whatever utility you are using to apply the syndromes. I'm not too sure how much we can help you here in the general questions thread. :P

There is a chance that autosyndrome is giving me trouble here, I look for way to confirm the issue.

I'll do what I usually do: revert to a step where everything worked and redo every changes one by one. I'll use a stun effect to check if the syndrome is applied, but something that does not disrupt the process would be better.

What changes exactly did you make? In particular, I note that the reaction is a [FREE_ACTION], so is it possible that the game tried to apply both interactions to the same target at the same time?

I pasted those elements in their respective files for each of the 6 planned creatures and replaced the references to the creature each time.
So I have a reaction, an inorganic, and an interaction all named after the creature that leads to a truetransform.

The CDI:VERB and CDI:TARGET_VERB interaction tokens will put stuff in your combat log.

I'll try to see if those are added to the gamelog. That should cover most of the process.

Thank you for your answers, this issue made me feel like a moody dwarf who cannot find the right stack of cloth.
« Last Edit: April 19, 2013, 07:10:17 am by Boltgun »
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Greiger

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4823 on: April 19, 2013, 08:44:43 am »

Thanks for the help with my question guys.  With that new info it's hard to tell, but I think it works.

Since somebody asked, and just in case there is still an issue I'm not seeing, below are the bodypart raws.  (Yes  I was not sure what the term for such a thing was when I named the thing, so it's called one thing in the raw name, another in the displayed name)
Spoiler: Body detail plan (click to show/hide)
Spoiler: bodypart (click to show/hide)
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Button

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4824 on: April 19, 2013, 02:57:36 pm »

Noob question.

I want human and dwarven civilizations to be able to spawn in good and evil biomes in worldgen, but I can't find tags dealing with the moral alignment of sites.

Are they avoiding these sites because they lack the [USE_WOOD_X], [USE_PLANTS_X], [USE_ANIMALS_X] tags?

Would [USE_ANIMALS_EVIL] mean dwarven caravans would show up with troll fur goods? If so, would [USE_WOOD_EVIL] and [USE_PLANTS_EVIL] be enough to allow dwarven civs to spawn in evil biomes? (Troll fur goods are so quintessentially Goblin that I'd rather not be able to import them).

Or would I have to mod the races themselves to use the [EVIL] and [GOOD] tags in order to allow civs to spawn there? Would this have any political consequences in worldgen or afterwards?
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zzedar

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4825 on: April 19, 2013, 03:22:59 pm »

I want human and dwarven civilizations to be able to spawn in good and evil biomes in worldgen, but I can't find tags dealing with the moral alignment of sites.
I think they already can spawn in any alignment (whether they'll survive long in an evil biome is a separate issue entirely). However, even if they do spawn there, they won't use evil/good animals, plants etc. unless you add [USE_GOOD_ANIMALS], [USE_EVIL_PLANTS], etc.

Edit: Actually, wait. You many have to remove the [BENIGN] tag. Further update: Nope, that's just for savage/tame.
« Last Edit: April 19, 2013, 03:34:16 pm by zzedar »
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Hugo_The_Dwarf

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4826 on: April 19, 2013, 10:19:19 pm »

Noob question.

I want human and dwarven civilizations to be able to spawn in good and evil biomes in worldgen, but I can't find tags dealing with the moral alignment of sites.

Are they avoiding these sites because they lack the [USE_WOOD_X], [USE_PLANTS_X], [USE_ANIMALS_X] tags?

Would [USE_ANIMALS_EVIL] mean dwarven caravans would show up with troll fur goods? If so, would [USE_WOOD_EVIL] and [USE_PLANTS_EVIL] be enough to allow dwarven civs to spawn in evil biomes? (Troll fur goods are so quintessentially Goblin that I'd rather not be able to import them).

Or would I have to mod the races themselves to use the [EVIL] and [GOOD] tags in order to allow civs to spawn there? Would this have any political consequences in worldgen or afterwards?

Civs only spawn on none savage, evil, good biomes but they can expand to cover them.
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Miriage

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4827 on: April 20, 2013, 05:01:10 am »

Code: [Select]
[PHYS_ATT_RANGE:RECUPERATION:1000:1500:1750:2000:2250:2500:3000]
[PHYS_ATT_RANGE:DISEASE_RESISTANCE:1000:1500:1750:2000:2250:2500:3000]
Is there any reason why this would not work? The dwarves at embark on a fresh generated world were unchanged from default.
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Boltgun

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4828 on: April 20, 2013, 05:31:13 am »

Thank you for your answers, this issue made me feel like a moody dwarf who cannot find the right stack of cloth.

For info, I managed to debug the syndrome by adding stuns then making the interaction self only.

It turns out that reducing the speed of a creature slow down the interaction execution. So slowing down made the interaction time out without being executed.

Transforming a creature next to the workshop is still unreliable depending of the position of the creature. If the worker must path through the creature, it will work at 100% chance. However if the creature is at the east and the worker go south to exit the workshop, it start to get random depending of lines of sight.
An interaction is not activated right away, there seem to cap as how fast an interaction is launched, probably to limit the power of necromancers. I'll do more science on that when DF2013 is out to see if we can drop movement speed while keeping action speed at 100%.

Thank you for your help.
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zzedar

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4829 on: April 20, 2013, 05:40:36 pm »

Code: [Select]
[PHYS_ATT_RANGE:RECUPERATION:1000:1500:1750:2000:2250:2500:3000]
[PHYS_ATT_RANGE:DISEASE_RESISTANCE:1000:1500:1750:2000:2250:2500:3000]
Is there any reason why this would not work? The dwarves at embark on a fresh generated world were unchanged from default.
Did you check their actual attribute values in an external utility, or are you just going by their descriptions? The dwarf description superlatives are by comparison to the norms for a dwarf, so if you raise the norms, that raises the standard they have to meet to be described as better than average in the description.
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