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Author Topic: [MODDING] 0.34. QUESTIONS THREAD  (Read 999450 times)

BlackFlyme

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6105 on: September 25, 2013, 06:33:52 pm »

i figured out how to alter woods but what is the tags to tell what Leather is being used for the sake of using DFhack for changeitem or to create them using create-items?

For createitem and changeitem the material would be ANIMAL_ID:LEATHER.

For example, cat leather would be 'createitem SKIN_TANNED CAT:LEATHER' or 'changeitem m CAT:LEATHER'.

If you are unsure of an animal's ID, just check the wiki.
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MCipher

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6106 on: September 25, 2013, 09:46:21 pm »

I need a little help, I'm making a 'shifter' caste for humans that can become different creatures called 'Titans', but it isn't working as expected.
Spoiler: Code, Human (click to show/hide)
Spoiler: Code, Transformation (click to show/hide)
Spoiler: Code, 'Titan' - LARGE (click to show/hide)
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OOC: Hans Panda: Everyone's going to die. That's how they usually end.
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6107 on: September 25, 2013, 09:57:52 pm »

You should be copying your interactions from somewhere else, then editing bits and pieces. I always do.
Also, you need a target. You have [I_TARGET:CREATURE]. It needs [I_TARGET:A:CREATURE]. That's the only issue with the interaction itself. As for the CAN_DO_INTERACTION... oh boy. Here, I've made it for you:

Code: [Select]
[CAN_DO_INTERACTION:SHIFTINGMALE]
[CDI:ADV_NAME:Change into a titan]
[CDI:TARGET:A:SELF_ONLY]
[CDI:TARGET_RANGE:A:1]
[CDI:MAX_TARGET_NUMBER:A:1]
[CDI:WAIT_PERIOD:2000] you'll want to edit this

Copy that for female. You also don't need GENERAL_POISON or SYN_CONTACT, but neither of those are really issues. It'd be better to have SYN_AFFECTED_CREATURE:HUMAN:SHIFTERMALE for the SHIFTINGMALE interaction and similar for SHIFTINGFEMALE.

AJC

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6108 on: September 26, 2013, 07:41:40 pm »

last question how do i tell DFhack to spawn or alter (usable) bones of something i'm pretty sure getting the creature part isn't hard i just need to know what to enter to create/alter bone.
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BlackFlyme

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6109 on: September 26, 2013, 07:55:48 pm »

last question how do i tell DFhack to spawn or alter (usable) bones of something i'm pretty sure getting the creature part isn't hard i just need to know what to enter to create/alter bone.

You can't create corpse items with the createitem script, unfortunately. I tried using changeitem to see if I could turn cat bones into dog bones, but that didn't work either.

But you can create the item you want by listing ANIMAL_ID:BONE as the material.
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Ravendarksky

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6110 on: September 27, 2013, 09:11:51 am »

Is it possible for me to alter/mod my adventurers so that they become "normal" dwarfs again and will show up as migrants at future forts?
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MagmaMcFry

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6111 on: September 27, 2013, 09:30:31 am »

You need to retire them at dwarf sites. I don't know if it's possible to retire your adventurers at abandoned forts, but it's the only chance you have without regenerating and making dwarves build towns in worldgen.
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WillowLuman

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6112 on: September 27, 2013, 10:18:39 am »

Unless you Dfhack, of course
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Ravendarksky

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6113 on: September 27, 2013, 03:32:02 pm »

Unless you Dfhack, of course
.... Go on?

I'll try going to an old fort and retiring then reclaiming... Then use dfhack to 'claim' my unit?
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BlackFlyme

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6114 on: September 27, 2013, 04:07:08 pm »

Unless you Dfhack, of course
.... Go on?

I'll try going to an old fort and retiring then reclaiming... Then use dfhack to 'claim' my unit?

You can 'retire' a fort using DFHack by using the mode command to switch from fortress mode to adventurer mode, then retire. There may be other steps, I can't remember the exact method to do it though, I haven't done it in a while.

The retired site will be exactly like a normal site for the civ, with the residents randomly milling about wherever they can reach, and you can even retire there, unlike with normal abandoned sites.

I haven't tried reclaiming a retired site though, so I have no idea what to expect from it.

I remember there also being a script by Warmist here that allowed you to create new sites through DFHack using a custom adventurer reaction. I don't know if it is included with DFHack or the Lazy Newb though.

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WillowLuman

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6115 on: September 27, 2013, 04:47:08 pm »

Unless you Dfhack, of course
.... Go on?

I'll try going to an old fort and retiring then reclaiming... Then use dfhack to 'claim' my unit?

No, there's a thingie to start a fort mode game wherever your adventurer currently is. I think it might be in Dfusion. It's "create site" or something.

You can then abandon the fort and he/she will show up in a migrant wave next time you play.
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SeelenJägerTee

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6116 on: September 28, 2013, 06:23:40 am »

If you want to enable two Civs to be controllable you get a problem with the [RESPONSIBILITY:TRADE] token (or perhaps you don't thus I'm asking).

On the broker this token makes him display the prizes.
On a human guild rep this token makes them come to your site and make a trade agreement. (At least according to the wiki. I'm not sure why modest mod has the [RESPONSIBILITY:ESTABLISH_COLONY_TRADE_AGREEMENTS]. According to wiki this wouldn't be needed.)

Let's assume I want to enable both dwarfs and humans as controllable civ. Then I run into the problem, that both civs need a broker position. However this position would now also run around the map making the trade agreements.

Is it safe to have both positions a broker (appointed by mayor) and a guild rep (appointed by king) for both civs, where the trader only has the RESPONSIBILITY:TRADE token and the Guild rep has both the TRADE and the ESTABLISH_COLONY_TRADE_AGREEMENTS token?
Will this doubling work as intended or will i run into problems?
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Reudh

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6117 on: September 28, 2013, 06:29:54 am »

Hey, so I'm fairly rusty with modding, but my problem is thus:

I rebuilt an old mod of mine from 31.25 - just set up the raws again from scratch.

Until I'm totally finished the mod, they're just using modified goblin raws - which is okay, because goblins spawn just fine. The problem is, although I've defined these goblin-analogues the same way, they refuse to spawn in Arena or in worldgen. I've scoured the Raws, but i've likely missed out on something. Could someone help?

Spoiler: creature_zalifen.txt (click to show/hide)

They also have an entity file, and a language file if that's needed too.

Knight Otu

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6118 on: September 28, 2013, 06:54:14 am »

You're at least missing [OBJECT:CREATURE] after the file name.

Code: [Select]
creature_zalifen

[OBJECT:CREATURE]

[CREATURE:ZALIFEN]
...
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Reudh

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6119 on: September 28, 2013, 07:01:40 am »

You're at least missing [OBJECT:CREATURE] after the file name.

Code: [Select]
creature_zalifen

[OBJECT:CREATURE]

[CREATURE:ZALIFEN]
...


Bahahaha, I knew it was something absolutely inane that I missed. Thanks!
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