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Author Topic: [MODDING] 0.34. QUESTIONS THREAD  (Read 999433 times)

Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7020 on: January 15, 2014, 05:18:50 pm »

You have to make sure the caste exists first--if it doesn't, replace SELECT_CASTE with simply CASTE.

Also, there is no such thing as a subcaste. Castes are the level below creatures, no more. If you want both UNG and QUAD to be similar, you want SELECT_CASTE:UNG and SELECT_ADDITIONAL_CASTE:QUAD before the definitions.

Mirkrali

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7021 on: January 15, 2014, 05:33:58 pm »

So by using SELECT_ADDITIONAL_CASTE, both of these will work?

Here's kind of a rough draft of what I am trying to do. Most of it is bare bones, which is why I'm asking so many questions before I have to edit a whole bunch of stuff! I'm afraid I still quite don't understand how one can properly use castes.

Spoiler (click to show/hide)
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7022 on: January 15, 2014, 05:44:13 pm »

This is the main problem:

 [SELECT_CASTE:QUADRUPED]
   [DESCRIPTION:A pure white monster entrusted with caring for their trolls. This one walks on all fours.]
   [CASTE_COLOR:210:180:140]
   [FEMALE][MALE]
      [CASTE:UNG]
      [CASTE:QUAD]

What you're doing here is making a Quadruped caste which has the description you gave it, a color of dark green with a red background and making it female. Then you define two new castes, which you then put everything Quadruped should have in QUAD while Quadruped is left with only the part above CASTE:UNG and UNG is left with absolutely nothing.

Stealtharcadia

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7023 on: January 15, 2014, 08:05:31 pm »

Added 3 new civs to entity_default.

Now world gen crashes, but my errorlog shows nothing.

EDIT: fixed it. Some custom semimegabeast called a "giant sketch ball" decided to crash the game. Odd.
« Last Edit: January 16, 2014, 02:54:38 am by Stealtharcadia »
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Boltgun

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7024 on: January 16, 2014, 08:26:02 am »

So by using SELECT_ADDITIONAL_CASTE, both of these will work?

Here's kind of a rough draft of what I am trying to do. Most of it is bare bones, which is why I'm asking so many questions before I have to edit a whole bunch of stuff! I'm afraid I still quite don't understand how one can properly use castes.

Spoiler (click to show/hide)

You can simply type [CASTE:QUADRUPLED] and put everything's about your quadrupled under that. Typing [CASTE:UNG] makes you stop giving token to quadrupled and start defining the second caste.

You don't use CASTE to define the bodies however. The BODY and BODY_DETAIL_PLAN tokens will help you defined limbs for your castes.

Remember that you need separate castes for males and females too.
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Octobomb

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7025 on: January 16, 2014, 05:08:59 pm »

Can anyone help me with why my gloves are failing to show up in the arena?

Code: [Select]
[OBJECT:INTERACTION]


[INTERACTION:MA_KNOCKOUT]
[I_SOURCE:ATTACK] //Can be replaced with CREATURE_ACTION
[I_TARGET:A:CREATURE]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[CE_UNCONSCIOUSNESS:SEV:100:PROB:100:START:10]




[OBJECT:ITEM]


[ITEM_GLOVES:MA_SLEEP]
[NAME:sleep glove:sleeping gloves]
[ARMORLEVEL:3]
[UPSTEP:1]
[SHAPED]
[LAYER:ARMOR]
[COVERAGE:100]
[LAYER_SIZE:25]
[LAYER_PERMIT:49]
[METAL_ARMOR_LEVELS]
[MATERIAL_SIZE:6]YES
[SCALED]
[BARRED]
[METAL]
[HARD]
[LEATHER]
[SYNDROME]
[SYN_CLASS:DFHACK_ITEM_SYNDROME]
[CAN_DO_INTERACTION:MA_KNOCKOUT]
[CDI:USAGE_HINT:ATTACK]
[CDI:TARGET:A:LINE_OF_SIGHT]
  [CDI:TARGET_RANGE:A:15]
  [CDI:MAX_TARGET_NUMBER:A:1]
[CDI:WAIT_PERIOD:50]
If it helps, I tried putting it in other files too. What's wrong? Nothing in the errorlog.
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7026 on: January 16, 2014, 05:36:55 pm »

Probably forgot to put the file name on top of the file.

Also, items can't have syndromes without DFHack, and even with DFHack I haven't made anything that does that.

Octobomb

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7027 on: January 16, 2014, 06:26:53 pm »

Tried that, I'm afraid - even added it to existing files. Oh, I have df hack. But something should error or something :/.
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7028 on: January 16, 2014, 06:40:44 pm »

There should be something in the errorlog (all of the SYNDROME stuff, since none of that goes into an item under any circumstances); are you actually genning a new world like you should be?

shadowclasper

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7029 on: January 17, 2014, 02:19:07 am »

I'm sorry guys, trying to figure out modding for the first time since I have jack all else I can really do right now DF wise except learn the academics of it.

I understand that if you use a syndrome to cause a creature to flash with a status symbol (I think using CE_FLASH_TILE? But it might be a DFhack thing given the context of where I learned it), then even if you remove the syndrome, the creature won't stop flashing?

What about interactions? If I, for example, create a disease that causes a dwarf to emit water vapor around himself using the UNDIRECTED_VAPOR breath attack type and MATERIAL_EMISSION interaction (I think I got that right), can I later 'cure' him of the syndrome and he'll LOSE that interaction? Or will he have it even after he's lost the Syndrome with the CE_CAN_DO_INTERACTION token?

I want to create a situation where a creature can be made to emit a gas or vapor in a big obvious way when I want it too... and maybe to spread the syndrome at the same time using the function. I dunno.
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Octobomb

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7030 on: January 17, 2014, 03:37:44 am »

I tried genning a new world, but not there still :/ - I'll try the fix below.
@shadowclasper: 1. I think so, yup.
2. I sure hope so, otherwise what I have below is *thrbbbt*. It should be removed as normal.
3. Should definitely be possible - have the vapor be functionally identical to the vapor bu attach a syndrome.I was confused as to what you meant Putnam, but now I see:
Code: [Select]
[INORGANIC:DFHACK_ITEMSYNDROME_MATERIAL_TEST] Inorganic needs to be called DFHACK_ITEMSYNDROME_MATERIAL_(anything goes here) [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE] This is just a quirk of mine >_> [SYNDROME] [SYN_NAME:long sword] All creatures with long swords will be affected by this syndrome. [CE_BODY_TRANSFORMATION:START:0] [CE_CREATURE:TOAD:MALE] Syndrome turns creature into a toad. I need to use this and replace that long sword with sleep glove, right? Hehehe.
Thanks for your patience. I'll report back some time.

EDIT: Still not working in arena or genned worlds. Itemsyndrome readded to dfhack File is as follows:
Code: [Select]
ma_test
[OBJECT:INORGANIC] //Putnam's bit, copy pasted
[INORGANIC:DFHACK_ITEMSYNDROME_MATERIAL_TEST] Inorganic needs to be called DFHACK_ITEMSYNDROME_MATERIAL_(anything goes here)
   [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE] This is just a quirk of mine >_>
   [SYNDROME]
      [SYN_NAME:sleep glove] All creatures with long swords will be affected by this syndrome.
[CAN_DO_INTERACTION:MA_KNOCKOUT]
[CDI:USAGE_HINT:ATTACK]
[CDI:TARGET:A:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:A:15]
[CDI:MAX_TARGET_NUMBER:A:1]
[CDI:WAIT_PERIOD:50]


[OBJECT:INTERACTION]

[INTERACTION:MA_KNOCKOUT]
[I_SOURCE:ATTACK] //Can be replaced with CREATURE_ACTION
[I_TARGET:A:CREATURE]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[CE_UNCONSCIOUSNESS:SEV:100:PROB:100:START:10]


[OBJECT:ITEM]

[ITEM_GLOVES:MA_SLEEP]
[NAME:sleep glove:sleeping gloves]
[ARMORLEVEL:3]
[UPSTEP:1]
[SHAPED]
[LAYER:ARMOR]
[COVERAGE:100]
[LAYER_SIZE:25]
[LAYER_PERMIT:49]
[METAL_ARMOR_LEVELS]
[MATERIAL_SIZE:6]
[SCALED]
[BARRED]
[METAL]
[HARD]
[LEATHER]
File called ma_test.txt, refuses to let me get the gloves in arena mode :(
« Last Edit: January 17, 2014, 06:09:05 am by Octobomb »
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Meph

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7031 on: January 17, 2014, 06:22:11 am »

are these things in 3 separate files? one inorganic_something.txt, one interaction_something.txt and one item_something.txt? With the name of the file as the first line?
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Octobomb

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7032 on: January 17, 2014, 06:40:17 am »

One file... does it need to be in 3? I'll try that now.
EDIT: It appeared! Now, does it work?
« Last Edit: January 17, 2014, 06:49:16 am by Octobomb »
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Roses

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7033 on: January 17, 2014, 10:20:12 am »

Is it possible to check the syndrome class of the person running an interaction? For instance, if my dwarf was normally able to use an interaction but then gets "silenced" (a syndrome with SYN_CLASS:SILENCE) now he can no longer use that interaction until the syndrome wears off.
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Meph

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7034 on: January 17, 2014, 10:31:03 am »

Sure. [IT_CANNOT_HAVE_SYNDROME_CLASS:SILENCED], used in the interaction.


I have a little problem: I went with this: http://dwarffortresswiki.org/index.php/v0.31:Creature_texture_token The wiki says that a squad lead by a noble with the right responsibility shows different sprites. Law_Enforcer and Tax_Collector.

So I made two nobles like this:
Code: [Select]
[RESPONSIBILITY:ESCORT_TAX_COLLECTOR]
[SQUAD:10:butcher:butchers]

[RESPONSIBILITY:LAW_ENFORCEMENT]
[SQUAD:10:dungeon guard:dungeon guards]

And added this to the graphics file:
Code: [Select]
14 - Law Enforcers
[RECRUIT:WARLOCK_CIV:0:14:AS_IS:LAW_ENFORCE]
[WRESTLER:WARLOCK_CIV:1:14:AS_IS:LAW_ENFORCE]
[SPEARMAN:WARLOCK_CIV:2:14:AS_IS:LAW_ENFORCE]
[SWORDSMAN:WARLOCK_CIV:3:14:AS_IS:LAW_ENFORCE]
[AXEMAN:WARLOCK_CIV:4:14:AS_IS:LAW_ENFORCE]
[HAMMERMAN:WARLOCK_CIV:5:14:AS_IS:LAW_ENFORCE]
[CROSSBOWMAN:WARLOCK_CIV:6:14:AS_IS:LAW_ENFORCE]
[MACEMAN:WARLOCK_CIV:7:14:AS_IS:LAW_ENFORCE]
[LASHER:WARLOCK_CIV:8:14:AS_IS:LAW_ENFORCE]
[PIKEMAN:WARLOCK_CIV:9:14:AS_IS:LAW_ENFORCE]
[BLOWGUNMAN:WARLOCK_CIV:10:14:AS_IS:LAW_ENFORCE]
[BOWMAN:WARLOCK_CIV:11:14:AS_IS:LAW_ENFORCE]

15 - Law Enforcers (Masters)
[CHAMPION:WARLOCK_CIV:0:15:AS_IS:LAW_ENFORCE]
[MASTER_WRESTLER:WARLOCK_CIV:1:15:AS_IS:LAW_ENFORCE]
[MASTER_SPEARMAN:WARLOCK_CIV:2:15:AS_IS:LAW_ENFORCE]
[MASTER_SWORDSMAN:WARLOCK_CIV:3:15:AS_IS:LAW_ENFORCE]
[MASTER_AXEMAN:WARLOCK_CIV:4:15:AS_IS:LAW_ENFORCE]
[MASTER_HAMMERMAN:WARLOCK_CIV:5:15:AS_IS:LAW_ENFORCE]
[MASTER_CROSSBOWMAN:WARLOCK_CIV:6:15:AS_IS:LAW_ENFORCE]
[MASTER_MACEMAN:WARLOCK_CIV:7:15:AS_IS:LAW_ENFORCE]
[MASTER_LASHER:WARLOCK_CIV:8:15:AS_IS:LAW_ENFORCE]
[MASTER_PIKEMAN:WARLOCK_CIV:9:15:AS_IS:LAW_ENFORCE]
[MASTER_BLOWGUNMAN:WARLOCK_CIV:10:15:AS_IS:LAW_ENFORCE]
[MASTER_BOWMAN:WARLOCK_CIV:11:15:AS_IS:LAW_ENFORCE]

16 - Tax Escorts
[RECRUIT:WARLOCK_CIV:0:16:AS_IS:TAX_ESCORT]
[WRESTLER:WARLOCK_CIV:1:16:AS_IS:TAX_ESCORT]
[SPEARMAN:WARLOCK_CIV:2:16:AS_IS:TAX_ESCORT]
[SWORDSMAN:WARLOCK_CIV:3:16:AS_IS:TAX_ESCORT]
[AXEMAN:WARLOCK_CIV:4:16:AS_IS:TAX_ESCORT]
[HAMMERMAN:WARLOCK_CIV:5:16:AS_IS:TAX_ESCORT]
[CROSSBOWMAN:WARLOCK_CIV:6:16:AS_IS:TAX_ESCORT]
[MACEMAN:WARLOCK_CIV:7:16:AS_IS:TAX_ESCORT]
[LASHER:WARLOCK_CIV:8:16:AS_IS:TAX_ESCORT]
[PIKEMAN:WARLOCK_CIV:9:16:AS_IS:TAX_ESCORT]
[BLOWGUNMAN:WARLOCK_CIV:10:16:AS_IS:TAX_ESCORT]
[BOWMAN:WARLOCK_CIV:11:16:AS_IS:TAX_ESCORT]

17 - Tax Escorts (Masters)
[CHAMPION:WARLOCK_CIV:0:17:AS_IS:TAX_ESCORT]
[MASTER_WRESTLER:WARLOCK_CIV:1:17:AS_IS:TAX_ESCORT]
[MASTER_SPEARMAN:WARLOCK_CIV:2:17:AS_IS:TAX_ESCORT]
[MASTER_SWORDSMAN:WARLOCK_CIV:3:17:AS_IS:TAX_ESCORT]
[MASTER_AXEMAN:WARLOCK_CIV:4:17:AS_IS:TAX_ESCORT]
[MASTER_HAMMERMAN:WARLOCK_CIV:5:17:AS_IS:TAX_ESCORT]
[MASTER_CROSSBOWMAN:WARLOCK_CIV:6:17:AS_IS:TAX_ESCORT]
[MASTER_MACEMAN:WARLOCK_CIV:7:17:AS_IS:TAX_ESCORT]
[MASTER_LASHER:WARLOCK_CIV:8:17:AS_IS:TAX_ESCORT]
[MASTER_PIKEMAN:WARLOCK_CIV:9:17:AS_IS:TAX_ESCORT]
[MASTER_BLOWGUNMAN:WARLOCK_CIV:10:17:AS_IS:TAX_ESCORT]
[MASTER_BOWMAN:WARLOCK_CIV:11:17:AS_IS:TAX_ESCORT]

But... it doesnt work.  :-\
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