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Author Topic: [MODDING] 0.40.x QUESTIONS THREAD  (Read 313421 times)

Teneb

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3435 on: September 28, 2015, 01:06:45 pm »

What is it that makes something spawnable in the Arena, that magma crabs and prodcedurally-generated creatures lack?
Procedurally generated creatures are created in worldgen, and the arena uses only stuff in the raw files. As for the  other creatures, there is an [ARENA_RESTRICTED] (or similar, can't remember exactly) token that prevents them from showing up. Might be to avoid "spoilers" for players that have yet to encounter them in the wild.

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Urlance Woolsbane

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3436 on: September 28, 2015, 01:07:42 pm »

@HugotheDwarf
@Teneb

Thanks!
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endlessblaze

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3437 on: September 28, 2015, 05:24:31 pm »

ok so I want to advance on the crystsins. todays objectives. verity in stats and appearances. and  few other minor things. but mostly verity.

here Is what I have so far

Code: [Select]
creature_a_working_on

[OBJECT:CREATURE]

[CREATURE:CRYSTIN]
[NAME:crystin:crysins:crystin]
[DESCRIPTION:a creature of crystal, it was made by endlessblaze but is still incomplete.]
[PREFSTRING:crystal bodies]

[CASTE:MALE_CRYST]
[CASTE_NAME:crystin:crysins:crystin]
[MALE]
[POP_RATIO:1]
[CREATURE_TILE:'C'][COLOR:7:0:0]
[CASTE:FEMALE_CRYST]
[CASTE_NAME:crystin:crysins:crystin]
[FEMALE]
[POP_RATIO:1]
[CREATURE_TILE:'C'][COLOR:7:0:0]
[SELECT_CASTE:ALL]

[BODY:HUMANOID:BRAIN:2EYES:3FINGERS:TAIL]
[TISSUE:RUBY]
[TISSUE_NAME:ruby:ruby]
[TISSUE_MATERIAL:INORGANIC:RUBY]
[STRUCTURAL]
[MUSCULAR]
[RELATIVE_THICKNESS:2]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE_LAYER:BY_CATEGORY:ALL:RUBY]

[TISSUE:DIAMOND_CLEAR]
[TISSUE_NAME:diamond:diamond]
[TISSUE_MATERIAL:INORGANIC:DIAMOND_CLEAR]
[FUNCTIONAL]
[STRUCTURAL]
[CONNECTS]
[RELATIVE_THICKNESS:1]
[TISSUE_SHAPE:LAYER]
[TISSUE_LAYER:BY_CATEGORY:EYE:DIAMOND_CLEAR]


[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:punch:punches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:MAIN]

[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:kick:kicks]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PREPARE_AND_RECOVER:4:4]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:SECOND]
[ATTACK_FLAG_BAD_MULTIATTACK]

[NO_DRINK][NO_EAT][NOEXERT][NO_SLEEP][NOBREATHE][NO_FEVERS][NO_DIZZINESS][NOPAIN][NOSTUCKINS][NONAUSEA]
[UNDERGROUND_DEPTH:2:3]
[ALL_ACTIVE]
[SWIMS_INNATE]
[LARGE_ROAMING]
[LARGE_PREDATOR]
[LIGHT_GEN]
[TRAINABLE]
[CHILD:3]
[NATURAL_SKILL:GRASP_STRIKE:5]
[NATURAL_SKILL:STANCE_STRIKE:5]
[NATURAL_SKILL:WRESTLING:5]
[NATURAL_SKILL:DODGING:4]
[NATURAL_SKILL:CLIMBING:4]
[NATURAL_SKILL:MELEE_COMBAT:4]
[PET]
[BIOME:SUBTERRANEAN_CHASM]

[APPLY_CREATURE_VARIATION:STANDARD_BIPED_GAITS:900:642:428:214:1900:2900] 41 kph
[APPLY_CREATURE_VARIATION:STANDARD_CLIMBING_GAITS:2206:1692:1178:585:3400:4900] 15 kph
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:2990:2257:1525:731:4300:6100] 12 kph
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:2728:2069:1409:675:4000:5700] 13 kph

[BODY_SIZE:1:0:30000]
[BODY_SIZE:3:0:70000]

now my questions.

1. how do I make stats vary? strength, agility, ect?

2. how do I apply appearance differences, like it hair color, eye color, ect?

3.can I have the appearance differences be something like. "his tail is long" or "his ruby is smooth" rater than typical coloration differences?

4. [pet exotic] means you have to train it first right? im asking because the wiki still mentions the dungeon master in relation to this tag and that makes me think that entry might be outdated.
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BlackFlyme

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3438 on: September 28, 2015, 06:05:58 pm »

Here are the dwarven tags to make their attributes vary:
Spoiler (click to show/hide)

In case you want them, here are the range variations used in various creatures for good/poor attributes.
Spoiler (click to show/hide)

To give variant eye colours, you can select the tissue layer, and set the appearance attribute in a way similar to this:
Spoiler (click to show/hide)

You can select different parts to give different descriptions. Here is an example I used for a skeletal creature of mine:
Spoiler (click to show/hide)

This selects the body part by its category, applies the GAPS appearance modifier, and defines the noun used to describe the part. In this case, ribs that may be widely spaced apart, or close enough together to get tangled. Great for making the skeletal more oopy-spoopy.

As for the wiki, you may simply be looking at a page meant for an older version of the game. An exotic pet isn't typically tamed in world-gen, but may be tamed in a fortress.
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CulixCupric

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3439 on: September 30, 2015, 05:37:34 pm »

so, i am playing with my own modded race in fortress mode, and they have no max age, and some people older than the world itself... it's like year 78, and there's some citizens that are over 300 years old...

what happened? why? did they help forge the world? i would assume so, as they are supposed to be immortal scholars and craftsmen dedicated to order and creation...

...

so, how does this occur? why? what happened? are there always some beings born before the world's first year or did i mess something up?
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BlackFlyme

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3440 on: September 30, 2015, 05:42:09 pm »

Creatures created at the start of the world are always created as adults, and thus would have been born before the start of the world.

The ones I've witnessed are usually young(-ish) adults, though it does seem to vary by creature. A higher maxage or a complete lack of one may have starting creatures that are much older than the world itself. Though this is just speculation on my part.
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Dirst

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3441 on: October 01, 2015, 01:15:18 am »

I routinely see megabeasts that are 200-300 years older than the world.  Think of year 1 as the beginning of recorded history, not when the planet formed a crust.
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CulixCupric

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3442 on: October 01, 2015, 03:18:10 am »

I routinely see megabeasts that are 200-300 years older than the world.  Think of year 1 as the beginning of recorded history, not when the planet formed a crust.
So, Year 1 in the current reckoning (CR), or of recorded history (RH). is there a specific canon term for dates or is Year X CR as close as i am going to find?
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ArKFallen

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3443 on: October 01, 2015, 04:27:44 am »

You won't find a canonical year denomination. Unless the community decides to unofficially prefix "Urist" to years as has been done with suffixes to temperature and weight. Making Year 1 = Urist 1. But I haven't hear of such a trend.
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Dirst

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3444 on: October 01, 2015, 09:08:02 am »

Is there a handy reference somewhere on what the severity of a syndrome really does?  The wiki notes that "extreme" swelling can cause necrosis, and there are probably some other "extreme" effects as well that just aren't documents.  For example, does too much dizziness cause vomiting, etc.?

I'm trying for "take you out of combat for a few hundred ticks" rather than "death sentence".
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CulixCupric

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3445 on: October 01, 2015, 07:03:54 pm »

Is there a handy reference somewhere on what the severity of a syndrome really does?  The wiki notes that "extreme" swelling can cause necrosis, and there are probably some other "extreme" effects as well that just aren't documents.  For example, does too much dizziness cause vomiting, etc.?

I'm trying for "take you out of combat for a few hundred ticks" rather than "death sentence".
temporary polymorph? maybe to something that runs from combat?
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Dirst

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3446 on: October 02, 2015, 03:32:42 pm »

Is there a handy reference somewhere on what the severity of a syndrome really does?  The wiki notes that "extreme" swelling can cause necrosis, and there are probably some other "extreme" effects as well that just aren't documents.  For example, does too much dizziness cause vomiting, etc.?

I'm trying for "take you out of combat for a few hundred ticks" rather than "death sentence".
temporary polymorph? maybe to something that runs from combat?
The flavor text would be strange, but more importantly transformation completely heals the unit.

The swelling effect is a poisonous bite that's supposed to be distracting/painful but not lethal.  The other is supposed to use dizziness to simulate being staggered by a cartoonish "strike the ground really hard and make a localized earthquake."
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(0.42 & 0.43) Accessibility Utility v1.04 - Console tools to navigate the map

darkflagrance

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3447 on: October 04, 2015, 03:04:22 am »

Can I add DIVINE_MAT_CLOTH and the other DIVINE_MAT tags to entities like Goblins to make them use the random materials when they attack me?
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BlackFlyme

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3448 on: October 04, 2015, 03:06:55 am »

Try it and see?

The wiki makes no mention of if it will work. My gut tells me 'no', since some other tags reserved for generated creatures don't work on non-generated ones.
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Furtuka

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3449 on: October 05, 2015, 02:17:43 pm »

If you give an entity to the ability to work a metal that doesn't appear in nature, will it still spawn in their items?
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