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Author Topic: [MODDING] 0.34. QUESTIONS THREAD  (Read 1002094 times)

mattychan

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5250 on: June 19, 2013, 12:59:18 am »

sorry to bother again but now I have ore trouble.
In an attempt to create a ore and metal with no mistakes I copied
hematite and changed the name to my want...how ever I ran into
a few problems

1. The ore can be found in the earth near hematite but has the name
    of it metal counter part, it also took on the appearance of a stone
    with the phobus tileset and can not be used to do anything (I think)

2. Can't smelt the bars I think this is because I don't have a reaction
    for it but I don't know how to make one. :-[
    I tried to find the iron reaction, but drew blanks...

Sad to admit but I tied really hard to figure this out before I bugged anyone.

The race (creature)
Spoiler (click to show/hide)

The race (entity)
Spoiler (click to show/hide)

The stone
Spoiler (click to show/hide)

The metal
Spoiler (click to show/hide)
« Last Edit: June 19, 2013, 01:06:11 am by mattychan »
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5251 on: June 19, 2013, 01:35:29 am »

Try putting the left bracket into [METAL_ORE:STAR:30].

Also, you definitely don't need a reaction for it. There is no iron reaction. Metal ores don't need reactions.

mattychan

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5252 on: June 19, 2013, 01:50:38 am »

quite saddening if the one [ kept the whole thing from working
i simply left the bracket off because i didn't know if i wanted it
i'l fix it thanx again
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NRDL

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5253 on: June 19, 2013, 03:20:24 am »

Can somebody please explain to me how the attribute caps work?  I'm thinking of making a human caste, with the only difference being that they don't have any strength, speed limits. 
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Sergarr

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5254 on: June 19, 2013, 03:29:36 am »

[PHYS_ATT_CAP_PERC:STRENGTH:400000]
[PHYS_ATT_CAP_PERC:AGILITY:400000]

Shamelessly stolen from Putnam.

EDIT:fix'd
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._.

WillowLuman

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5255 on: June 19, 2013, 03:40:47 am »

So you CAN get strength higher than 5000. Huh.
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5256 on: June 19, 2013, 03:41:28 am »

Not in the raws, but it can be increased in-game to 2^31-1.

WillowLuman

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5257 on: June 19, 2013, 03:45:52 am »

Holy crap.
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Meph

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5258 on: June 19, 2013, 05:34:31 am »

Can corpses be affected with syndromes?

For example a creature targets a corpse (fit_for_animation) with a syndrome that has a 25% chance of raising and transforming it into creature A after 50000 ticks, and a 50% to transform it into creature B after 100000 ticks, and a 100% chance to transform into creature C after 250000 ticks. I want this sort of delayed reaction from corpses... that can be blocked. With "CANNOT_HAVE_SYNDROME_CLASS" or "SYN_IMMUNE_CLASS".

Essentially:
You bury a corpse. Corpse might raise after 3-12 months as a monster.
You build a custom workshop, dwarf gets interaction, dwarf affects corpse with syndrome to stop this from happening. Corpse gets buried, nothing happens after 3-12 months.

I am a bit stumped. I know it should be possible somehow, but its hard...
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evictedSaint

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5259 on: June 19, 2013, 12:56:11 pm »

Hey guys!

So I've been trying to modify the mask, helm, and cap items so that they will fit with one another.  I've studied the wiki and fiddled with the permit and size values, but I can't seem to get it to work right and I'm getting tired of regenning worlds.

What I'm trying to do is make it so that the following combinations are possible:
HELM + MASK
HELM + CAP
CAP + MASK

Even when I can finally get the combinations to work right, civilians end up picking up masks and helms and wearing them like clothing, which was not my intention.  I want HELM and MASK to be items used for combat only.  Could someone who's more familiar with clothing sizes and stuff give me a hand? I have the unmodded RAWS below.

Spoiler (click to show/hide)

Hugo_The_Dwarf

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5260 on: June 19, 2013, 01:14:16 pm »

Hey guys!

So I've been trying to modify the mask, helm, and cap items so that they will fit with one another.  I've studied the wiki and fiddled with the permit and size values, but I can't seem to get it to work right and I'm getting tired of regenning worlds.

What I'm trying to do is make it so that the following combinations are possible:
HELM + MASK
HELM + CAP
CAP + MASK

Even when I can finally get the combinations to work right, civilians end up picking up masks and helms and wearing them like clothing, which was not my intention.  I want HELM and MASK to be items used for combat only.  Could someone who's more familiar with clothing sizes and stuff give me a hand? I have the unmodded RAWS below.

Spoiler (click to show/hide)

HELMs should only have [SHAPED] on them

all HELMs CAPs and MASKs should have a [LAYER_PERMIT:2] and a [LAYER_SIZE:1]

since they all have a permit of 2, but a size of 1 you can basically wear only two things but 2 helms (due to SHAPED). But these combos are possible

HELM + CAP
HELM + MASK
CAP + MASK
CAP + CAP
MASK + MASK

not including hoods turbans and other misc helm items.
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Brilliand

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5261 on: June 19, 2013, 01:34:54 pm »

I was looking for a way to change the material of someone's blood into a different one, with an interaction. I have a transformation spell made, all I need to take the dwarf/elf body set and change the blood material. How should I go about changing the blood into either like a liquid fire, or a flaming liquid. Maybe magma. Trying to make my mages more !!FUN!!. I thank you in advance.
Perhaps you could transform the target into a creature that is identical to it, except for the fact that it has magma blood?
Mind you, this would heal your target of all its wounds, but that's hardly an issue when it's going to die immediately afterwards.

Blood doesn't exist until the creature bleeds.  Magma blood won't heat him up from inside.
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5262 on: June 19, 2013, 02:34:02 pm »

Can corpses be affected with syndromes?

For example a creature targets a corpse (fit_for_animation) with a syndrome that has a 25% chance of raising and transforming it into creature A after 50000 ticks, and a 50% to transform it into creature B after 100000 ticks, and a 100% chance to transform into creature C after 250000 ticks. I want this sort of delayed reaction from corpses... that can be blocked. With "CANNOT_HAVE_SYNDROME_CLASS" or "SYN_IMMUNE_CLASS".

Essentially:
You bury a corpse. Corpse might raise after 3-12 months as a monster.
You build a custom workshop, dwarf gets interaction, dwarf affects corpse with syndrome to stop this from happening. Corpse gets buried, nothing happens after 3-12 months.

I am a bit stumped. I know it should be possible somehow, but its hard...

No, animation isn't a syndrome effect.

Brilliand

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5263 on: June 19, 2013, 03:09:34 pm »

Can corpses be affected with syndromes?

For example a creature targets a corpse (fit_for_animation) with a syndrome that has a 25% chance of raising and transforming it into creature A after 50000 ticks, and a 50% to transform it into creature B after 100000 ticks, and a 100% chance to transform into creature C after 250000 ticks. I want this sort of delayed reaction from corpses... that can be blocked. With "CANNOT_HAVE_SYNDROME_CLASS" or "SYN_IMMUNE_CLASS".

Essentially:
You bury a corpse. Corpse might raise after 3-12 months as a monster.
You build a custom workshop, dwarf gets interaction, dwarf affects corpse with syndrome to stop this from happening. Corpse gets buried, nothing happens after 3-12 months.

I am a bit stumped. I know it should be possible somehow, but its hard...

I don't think corpses can have syndromes on them.  If they could, though, then what you want could be achieved through a regional interaction (in every region) that raises a creature that was previously marked for resurrection by one of these delayed-reaction necromancers.
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mattychan

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5264 on: June 19, 2013, 05:20:00 pm »

well darn didn't get to test it till now but now the ore appears as star and is useless
however i looked in the smelter and saw the moonstone so that part works..kinda
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Clearly egotistical. Moon Elves Rule!
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