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Author Topic: [MODDING] CREATURE & ENTITY QUESTIONS THREAD  (Read 10816 times)

Hugo_The_Dwarf

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #240 on: June 21, 2012, 03:01:37 pm »

Now, where do I actually put the syndrome? The only experience I have with syndromes at all is via materials, and I have no idea how to define it otherwise.
Also, what if the creature doesn't HAVE castes?
At the very very end of the creature make a caste
[CASTE:NORMAL] and call that in the caste spot.

Code: [Select]
[INTERACTION:SHAPE_SERVILE]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_AFFECTED_CLASS:ESSENCE]
[IT_MANUAL_INPUT:creature]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[SYN_CLASS:SHAPED]
[SYN_NAME:Shaped]
[CE_BODY_TRANSFORMATION:START:0]------------------<
[CE:CREATURE:HUMAN:SERVILE]------------------------<
[CE_REMOVE_TAG:NO_EAT:NO_DRINK:START:0]
[CE_ADD_TAG:CAN_SPEAK:START:0]
[CE_PHYS_ATT_CHANGE:STRENGTH:120:1000:START:0]
[CE_PHYS_ATT_CHANGE:TOUGHNESS:120:1000:START:0]
[CE_PHYS_ATT_CHANGE:RECUPERATION:100:1000:START:0]
[CE_PHYS_ATT_CHANGE:ENDURANCE:110:1000:START:0]
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IndigoFenix

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #241 on: June 21, 2012, 03:19:16 pm »

Now, where do I actually put the syndrome? The only experience I have with syndromes at all is via materials, and I have no idea how to define it otherwise.
Also, what if the creature doesn't HAVE castes?

Here's how to do a basic self-transformation:

First, create an interaction and put it in an interaction file (like interaction_mod.txt):

Spoiler (click to show/hide)

Now put this somewhere in the creature that you want to have the ability to transform:

Spoiler (click to show/hide)
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leafbarrett

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #242 on: June 21, 2012, 03:34:08 pm »

Will the AI ever use it? If not, I may as well just stop fucking around with this and move on.

Also, is it possible to use these self-only interactions in Adventure?
« Last Edit: June 21, 2012, 03:43:03 pm by leafbarrett »
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Quote from: leafbarrett
Quote
They can do whatever the heck they want. That's why they are nobles, cause they CAN.
King Henry the IV or something had a lot of wives, most of whom he executed. Because he could.
A ton of them mass-murdered Jews and Muslims. CAUSE THEY COULD.
A roman emperor made his horse a noble, cause he could.
And I modded them all out of existence, because I could.
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IndigoFenix

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #243 on: June 21, 2012, 03:45:32 pm »

The previous one will cause the AI to use it at the first opportunity.  The question is how to restrict the AI to use it only after a certain time period spent in combat.

The tennis interaction method will cause creatures to level up while spending time in battle.  Combat hardness is a little different, it's an internal value that rises as a creature 'becomes accustomed to tragedy'.  This usually happens by watching their friends die, but it can also happen if they survive major injuries or trauma themselves.  (Not sure how it would work in Adventure Mode though, but tennis interactions are also kind of broken in Adventure Mode anyway, so...)

It depends on how you want to do it, but using combat hardness is a much, much simpler and cleaner method.  Even better, you can easily do multi-stage evolution, something which is virtually impossible through other methods.  Simply do the following:

Create an interaction like this and put it in the interaction file:

Spoiler (click to show/hide)

This syndrome will cause the creature to evolve at the given levels of combat hardness.  However, it must get the syndrome in the first place.  To do that, give it the following interaction in the creature file:

Spoiler (click to show/hide)

And it's finished!  (Note: I haven't actually tested this yet, but I have done things much like it so it should work.)
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leafbarrett

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #244 on: June 21, 2012, 03:55:33 pm »

It doesn't seem like it's possible to use it in adventure anyways. It tries to make you target something without giving you a target option.
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Quote from: leafbarrett
Quote
They can do whatever the heck they want. That's why they are nobles, cause they CAN.
King Henry the IV or something had a lot of wives, most of whom he executed. Because he could.
A ton of them mass-murdered Jews and Muslims. CAUSE THEY COULD.
A roman emperor made his horse a noble, cause he could.
And I modded them all out of existence, because I could.
sig text

Putnam

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #245 on: June 21, 2012, 04:08:19 pm »

It's missing IT_MANUAL_INPUT and I_SOURCE.

leafbarrett

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #246 on: June 21, 2012, 04:09:59 pm »

Code: [Select]
[INTERACTION:RECOVER]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_AFFECTED_CLASS:MEWTWO]
[IT_MANUAL_INPUT:self]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[SYN_NAME:Recover]
[CE_BODY_TRANSFORMATION:START:0:END:1]
[CE:CREATURE:MEWTWO:NORMAL]
No, it's not.
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Quote from: leafbarrett
Quote
They can do whatever the heck they want. That's why they are nobles, cause they CAN.
King Henry the IV or something had a lot of wives, most of whom he executed. Because he could.
A ton of them mass-murdered Jews and Muslims. CAUSE THEY COULD.
A roman emperor made his horse a noble, cause he could.
And I modded them all out of existence, because I could.
sig text

leafbarrett

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #247 on: June 21, 2012, 06:04:51 pm »

...? Any ideas?
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Quote from: leafbarrett
Quote
They can do whatever the heck they want. That's why they are nobles, cause they CAN.
King Henry the IV or something had a lot of wives, most of whom he executed. Because he could.
A ton of them mass-murdered Jews and Muslims. CAUSE THEY COULD.
A roman emperor made his horse a noble, cause he could.
And I modded them all out of existence, because I could.
sig text

Hugo_The_Dwarf

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #248 on: June 21, 2012, 06:11:27 pm »

Is it set up right in the creature?
   [CAN_DO_INTERACTION:SPAWN_RAT]
      [CDI:ADV_NAME:Start spawning]
      [CDI:BP_REQUIRED:BY_CATEGORY:UPPERBODY]
      [CDI:VERB:spawn:spawns]
      [CDI:TARGET:A:SELF_ALLOWED:TOUCHABLE]
      [CDI:TARGET_RANGE:A:1]
      [CDI:MAX_TARGET_NUMBER:A:1]
      [CDI:WAIT_PERIOD:1]
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Putnam

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #249 on: June 21, 2012, 07:50:12 pm »

You don't need BP_REQUIRED, and you won't be losing your upper body, so you can safely remove that.

Hugo_The_Dwarf

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #250 on: June 21, 2012, 07:58:46 pm »

True, I just dug this out of the my modding boneyard
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CaptApollo12

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #251 on: June 21, 2012, 11:19:38 pm »

How do I remove animal peoples?
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i2amroy

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #252 on: June 21, 2012, 11:26:04 pm »

How do I remove animal peoples?
Go through your raws finding all of the things like [CREATURE:PEREGRINE FALCON MAN] and deleting the entries. Then generate a new world. All of the removed entries will no longer spawn.
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IndigoFenix

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #253 on: June 22, 2012, 07:14:52 am »

Code: [Select]
[INTERACTION:RECOVER]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_AFFECTED_CLASS:MEWTWO]
[IT_MANUAL_INPUT:self]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[SYN_NAME:Recover]
[CE_BODY_TRANSFORMATION:START:0:END:1]
[CE:CREATURE:MEWTWO:NORMAL]
No, it's not.

Does the Mewtwo creature have [CREATURE_CLASS:MEWTWO] in it?  If not, [IT_AFFECTED_CLASS:MEWTWO] is the problematic line (also, it isn't really needed at all if it's a self-only interaction).  Otherwise, this interaction looks good, unless there's a problem on the creature side.
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leafbarrett

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #254 on: June 22, 2012, 06:41:32 pm »

I got it to work, but ran into a completely different problem. It can be used again instantly as soon as Mewtwo changes back. How do I fix that?
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Quote from: leafbarrett
Quote
They can do whatever the heck they want. That's why they are nobles, cause they CAN.
King Henry the IV or something had a lot of wives, most of whom he executed. Because he could.
A ton of them mass-murdered Jews and Muslims. CAUSE THEY COULD.
A roman emperor made his horse a noble, cause he could.
And I modded them all out of existence, because I could.
sig text
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