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Author Topic: [MODDING] 0.40.x QUESTIONS THREAD  (Read 313251 times)

Deon

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2010 on: January 22, 2015, 08:10:42 pm »

(Finally, a question I can answer)

Are your graphics set to be AS_IS or ADD_COLOR? If they are set to the latter in their raw files, then the sprites will be colored over in-game, which might darken them. You can read more about graphics sets here.
Doh, it was so simple yet I forgot about it. Thank you very much.
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BlackFlyme

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2011 on: January 22, 2015, 08:27:37 pm »

Is this a valid syndrome?
Code: [Select]
[CE_BRUISING:SEV:25:PROB:100:BP:BY_TYPE:UPPERBODY:SKIN:BP:BY_TYPE:LOWERBODY:SKIN:START:750:PEAK:1500:END:3600]

It's an incredibly weak syndrome, but other than that I do not get errors in the errorlog.

I changed it a bit so that it should target body parts correctly.
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FallenAngel

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2012 on: January 22, 2015, 09:40:05 pm »

Is this a valid syndrome?
Code: [Select]
[CE_BRUISING:SEV:25:PROB:100:BP:BY_TYPE:UPPERBODY:SKIN:BP:BY_TYPE:LOWERBODY:SKIN:START:750:PEAK:1500:END:3600]

It's an incredibly weak syndrome, but other than that I do not get errors in the errorlog.

I changed it a bit so that it should target body parts correctly.

I think I need to buff it then.
I want it so it causes moderate bruising. Won't cause any severe damage, but will cause softening.

Untrustedlife

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2013 on: January 24, 2015, 05:32:15 pm »

quick questionguys, ever since I ported a mod I use (my  own) to 40.24 ive been getting this error:

FIREMANCY
     a1
     a2

and it does the same for my Aquamancy.

The raws are huge so I wont share it unless asked, Im just wondering what the a1 and a2 represent.
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Old Greg

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2014 on: January 24, 2015, 08:13:37 pm »

I imagine Firemancy and Aquamancy are secrets?

You might wanna let us see the relevant raws. That error looks like a formatting problem, and I don't think I'd be able to diagnose it without peeking.

Untrustedlife

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2015 on: January 24, 2015, 09:50:51 pm »

I imagine Firemancy and Aquamancy are secrets?

You might wanna let us see the relevant raws. That error looks like a formatting problem, and I don't think I'd be able to diagnose it without peeking.
Yes they are secrets.
Spoiler (click to show/hide)

all the abilities work perfectly otherwise, these a1 a2 things just pop up in the error log for no apparent reason.Secrets still work.
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ArKFallen

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2016 on: January 25, 2015, 12:40:15 am »

I imagine Firemancy and Aquamancy are secrets?

You might wanna let us see the relevant raws. That error looks like a formatting problem, and I don't think I'd be able to diagnose it without peeking.
Yes they are secrets.
Spoiler (click to show/hide)

all the abilities work perfectly otherwise, these a1 a2 things just pop up in the error log for no apparent reason.Secrets still work.
I pasted them in and didn't get those errors. Just the ones about the .txt names.
You do have them in a .txt named "interaction_"+whatever right? Cause they put out no real error for me (after deleting the Mundane Recording stuff to stop that spam). Be sure to clear your errorlog before firing up DF to be certain they are from the current session.

Appears to have shown up after spawning them in and letting them duke it out.


Happens the moment of arena spawn on Necromancers, Cursed, and Werebeasts (the default). Is probably because of the ADD_SYNDROME tag as mummies and animated don't use it and don't make that "error" on arena spawn.
« Last Edit: January 25, 2015, 01:13:36 am by ArKFallen »
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Urist McGoombaBrother

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2017 on: January 25, 2015, 01:19:20 pm »

What's the best way to test newly created plants? Object Testing Arena seems to be made for Weapons/Armory.

Is there a simple way to find embarks with a specific plant appearing? I created the Mandrake Plant with following slightly amended code:

Spoiler (click to show/hide)

Following entries appear in the stockpile menu:

plant: mandrake
drink (plant): mandrake cordial
seeds: mandrake seeds
fruit/leaves: mandrake root

So this looks good from that way. But I have no idea, if the drink-reaction works properly and which part of the plant is taken for brewing.  :-\

BlackFlyme

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2018 on: January 25, 2015, 03:37:47 pm »

You have [MATERIAL_REACTION_PRODUCT:DRINK_MAT:LOCAL_PLANT_MAT:DRINK] under the STRUCTURAL material, so the main part of the plant itself would be used for brewing.

The only thing I could think of for testing would be to embark in the biome that the plant grows in, which looks like it would be any temperate biome. Then just start harvesting until you find a few mandrakes in your stockpiles. There's probably better ways, though.
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Putnam

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2019 on: January 25, 2015, 03:41:16 pm »

Add the outdoor farming tokens to dwarves and you can embark with the plants and their seeds.

Urist McGoombaBrother

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2020 on: January 25, 2015, 04:24:05 pm »

You have [MATERIAL_REACTION_PRODUCT:DRINK_MAT:LOCAL_PLANT_MAT:DRINK] under the STRUCTURAL material, so the main part of the plant itself would be used for brewing.

When putting it under [USE_MATERIAL_TEMPLATE:ROOT:FRUIT_TEMPLATE] will then only the roots be used?


Add the outdoor farming tokens to dwarves and you can embark with the plants and their seeds.


Thx. Will test that.

BlackFlyme

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2021 on: January 25, 2015, 04:45:57 pm »

The plant growth brewing reaction has this:
Code: [Select]
[REAGENT:plant:1:PLANT_GROWTH:NONE:NONE:NONE]
[HAS_MATERIAL_REACTION_PRODUCT:DRINK_MAT]

So it will look for a plant growth item with a material that has a reaction product with an ID called DRINK_MAT. If you put [MATERIAL_REACTION_PRODUCT:DRINK_MAT:LOCAL_PLANT_MAT:DRINK] under the root definition, then the root will be used.

So the answer should be yes.
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pisskop

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2022 on: January 25, 2015, 06:29:50 pm »

Will the following result in 1 (friendly) target being chosen by the ai under the appropriate conditions, or is some of it extraneous?

      [CDI:TARGET:C:LINE_OF_SIGHT]
      [CDI:TARGET_RANGE:C:15]
      [CDI:MAX_TARGET_NUMBER:C:1]
      [CDI:MAX_TARGET_NUMBER:A:1]
      [CDI:WAIT_PERIOD:600]
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BlackFlyme

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2023 on: January 25, 2015, 06:37:32 pm »

It will choose any C target it can see within line of sight, which is at a range of 15 tiles. It will pick one target for the C effect and one for the A effect.

To make it target friendly units, give it a usage hint of GREETING. It will target friendly creatures whenever possible then.
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FallenAngel

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2024 on: January 25, 2015, 08:31:54 pm »

I'm trying to make an adventure mode reaction that takes no item and makes a completely random item of a random material.
I've made one that takes an item of any material and any kind and makes anything else, but not taking nothing and making absolute randomness.
How would one do this?
EDIT: Alright, apparently having NONE for the item token creates a crash...
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