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Author Topic: [MODDING] 0.40.x QUESTIONS THREAD  (Read 313385 times)

BlackFlyme

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2190 on: March 03, 2015, 07:15:19 pm »

Means it couldn't find the material, so it set it to the creature's default material, which would normally be the creature's first defined material.
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H995

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2191 on: March 03, 2015, 07:39:45 pm »

Guys, I need to understand more about the raw files syntax:

01 - Let's say I have this line inside a creature raw:
     
Code: [Select]
[PETVALUE:30][NATURAL]random comment here[PET]      Does the token [PET] is considered part of the comment? or is it still a valid token?
      Same question for
Code: [Select]
comment here[PETVALUE:30][NATURAL][PET]
02 - Also, how does the indenting works?
       
Code: [Select]
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]
[TL_MAJOR_ARTERIES]
      I found this inside the bluejay raws, there's a space on the second line, is that necessary? If it is necessary, what would be the difference if I used a tab there?
      Removing all the indentation would cause an error?
      Anything more that I should know about raws indentation?
     
I’m asking this because right now I don't have access o dwarf fortress (recently changed to linux and need to download some dependencies)and I want to kind of parse thru the raws using python. This is hard when you don't know for sure how the syntax works.


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Putnam

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2192 on: March 03, 2015, 07:43:11 pm »

Comments are anything that is not valid syntax. Whitespace outside of tokens are ignored entirely. Indenting is ignored entirely.

H995

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2193 on: March 03, 2015, 07:58:20 pm »

Comments are anything that is not valid syntax. Whitespace outside of tokens are ignored entirely. Indenting is ignored entirely.
I get it, thanks for the info!
So let's say I have a caste:
Code: [Select]
[CASTE:FEMALE]
[FEMALE]
[LAYS_EGGS]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGGSHELL:SOLID]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGG_WHITE:LIQUID]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGG_YOLK:LIQUID]
[EGG_SIZE:11]
[CLUTCH_SIZE:2:7]
How does DF recognize that [LAYS_EGGS] is referencing to the FEMALE caste?
Is it just because of the tokens order?
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Putnam

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2194 on: March 03, 2015, 08:10:30 pm »

It's 100% token order. If you did this:

Code: [Select]
[CASTE:FEMALE]
[FEMALE]
[LAYS_EGGS]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGGSHELL:SOLID]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGG_WHITE:LIQUID]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGG_YOLK:LIQUID]
[EGG_SIZE:11]
[CLUTCH_SIZE:2:7]

It would still recognize that FEMALE LAYS_EGGS.

If you did this:

Code: [Select]
[CASTE:FEMALE]
[FEMALE]
                [CASTE:MALE]
[LAYS_EGGS]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGGSHELL:SOLID]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGG_WHITE:LIQUID]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGG_YOLK:LIQUID]
[EGG_SIZE:11]
[CLUTCH_SIZE:2:7]

Then MALE would lay eggs.

H995

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2195 on: March 03, 2015, 08:17:40 pm »

Man, that clarifies a lot, thank you, Putnam!
I was doing unnecessary work on my script, without your help I would never get it to work  :)
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Lukander

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2196 on: March 04, 2015, 01:28:31 pm »

Is there any difference between 1-3 armor levels?

The [ARMORLEVEL:*] token greater than 0 informs a dorf(or other creature) how relatively 'good' or preferable a given piece of armor is to equip. If given a choice (i.e. within a squads uniform options in fortress mode) a dorf will use the highest armor level available for a given armor item type(i.e. helms, gloves etc).
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Urist McCoder

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2197 on: March 04, 2015, 06:23:54 pm »

Hey I am making a monk/ninja civ, and I would like to know how can I make them speak multiple languages. Could I just use several translate tokens, IE will
Spoiler (click to show/hide)

make them speak dwarf, elf, goblin, and human.
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TheFlame52

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2198 on: March 04, 2015, 06:43:52 pm »

No.

Just don't give them a language at all and they'll speak a random one.

Urist McCoder

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2199 on: March 04, 2015, 08:54:56 pm »

Thanks, that is what I have been doing. I was just hoping that they could speak multiple languages.

On a completely different note what does the [TRAINING] tag inside of training weapons do. Does it allow you to make it out of wood, or does it just lower the damage or something.
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Putnam

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2200 on: March 04, 2015, 08:57:05 pm »

Weapons don't do damage, they hit a certain contact area at a certain velocity with a certain amount of penetration. Whether or not it does damage is based on the properties of the material it's impacting.

Anyway, it makes them to be made exclusively out of wood.

Urist McCoder

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2201 on: March 04, 2015, 09:06:59 pm »

Thanks for the information, sorry about miss phrasing the question.
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Putnam

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2202 on: March 04, 2015, 09:08:00 pm »

Nah, I just like to take the opportunity to say that as often as possible.

Urist McCoder

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2203 on: March 04, 2015, 09:21:24 pm »

I have several weapons working. But they seem to be over powered right now, how do I make them more balanced.
Spoiler (click to show/hide)
these are the weapons
Spoiler (click to show/hide)
and this is the ammo.
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Max™

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2204 on: March 05, 2015, 03:09:28 am »

Nah, I just like to take the opportunity to say that as often as possible.
I bet that gets really awkward on dates.

Regarding the weapons, interesting idea, never thought to assign grasp skill like that for whacking someone with it. The melee attacks are kinda like a broader slower war hammer. The ammo portion looks like they have twice the penetration size of a bolt or arrow, but I thought the prepare/recover was only for stabbing stuff with the weapon itself, so you'd just hack away really fast with them if you used them instead of the gloves, which would probably be more effective.

Hmmm, the size should be playing a part here as well, though I forget if the prepare/recover values on the ammo or weapon are used when throwing something.

Oh hell, what are the default shoot force and maxvel for throwing something? Is the game calculating that and then the one from the weapon?
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