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Author Topic: [MODDING] 0.40.x QUESTIONS THREAD  (Read 316712 times)

Robsoie

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2880 on: June 25, 2015, 02:44:52 pm »

question about creature with modified attributes.

By example, i have a non playable creature that i wanted to be much stronger than normal without it being bigger than human.

I know that for a human, as it does not have a custom strenght, it default to basically :
[PHYS_ATT_RANGE:STRENGTH:200:700:900:1000:1100:1300:2000]

I decided for my creature to have :
[PHYS_ATT_RANGE:STRENGTH:1250:1500:1750:2000:2500:3500:4000]

Additionally my creature does NOT have [CAN_LEARN] (so according to wiki it will not increase its attributes/skills)
So how is the game going to set up the strength of those generated creatures ?
I mean, is it giving the creature the "median" value (2000 in that case) to every of them, is it randomly dice rolling between all the values so each creature generated has its unique strength (with the rolls weighted to the "median" ) , or is it going completely randomly between those values ?
« Last Edit: June 25, 2015, 02:46:28 pm by Robsoie »
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Rex Invictus

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2881 on: June 25, 2015, 04:09:22 pm »

question about creature with modified attributes.

By example, i have a non playable creature that i wanted to be much stronger than normal without it being bigger than human.

I know that for a human, as it does not have a custom strenght, it default to basically :
[PHYS_ATT_RANGE:STRENGTH:200:700:900:1000:1100:1300:2000]

I decided for my creature to have :
[PHYS_ATT_RANGE:STRENGTH:1250:1500:1750:2000:2500:3500:4000]

Additionally my creature does NOT have [CAN_LEARN] (so according to wiki it will not increase its attributes/skills)
So how is the game going to set up the strength of those generated creatures ?
I mean, is it giving the creature the "median" value (2000 in that case) to every of them, is it randomly dice rolling between all the values so each creature generated has its unique strength (with the rolls weighted to the "median" ) , or is it going completely randomly between those values ?

As I understand it, it's a standard bell curve with the numbers being the starting points and the interquartile points.

So, yeah, it'll be randomly generated with a weighting towards the centre.
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Robsoie

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2882 on: June 25, 2015, 04:34:56 pm »

Thank you, it will help me to fine tune the kind of strength level i want my creatures to have.
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BlackFlyme

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2883 on: June 25, 2015, 04:57:11 pm »

As a side note, creatures can still gain attributes without CAN_LEARN, they just can't learn skills other than any natural ones they may have.

Though since they cannot do most jobs, it will be much harder for them to gain attributes. Attribute changes would probably come mainly from fighting.
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Robsoie

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2884 on: June 25, 2015, 05:01:24 pm »

Thanks for the precision, i thought they couldn't gain attributes at all without CAN_LEARN, great to see they can still do through fighting , as in DF it will be their main purpose anyways.
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pisskop

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2885 on: June 26, 2015, 08:13:55 am »

Is it possible to make critters weaker to punches or nails or teeth or biting with a mouth?  how do I do that?

Spoiler (click to show/hide)

Is it like this way?
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Max™

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2886 on: June 26, 2015, 08:22:57 pm »

*lights the Roses signal*
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Roses

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2887 on: June 26, 2015, 08:35:05 pm »

Is it possible to make critters weaker to punches or nails or teeth or biting with a mouth?  how do I do that?

Spoiler (click to show/hide)

Is it like this way?

Punches and kicks use the creatures bone, so CREATURE_MAT:DWARF:BONE. Nail and teeth use their respective tokens (CREATURE_MAT:DWARF:NAIL)
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Rex Invictus

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2888 on: June 27, 2015, 03:50:01 am »

What sort of thing should I put into a reaction to make it summon a creature?

Code: [Select]
reaction_dungeon

[OBJECT:REACTION]

[REACTION:SUMMON_AN_IMP]
[NAME:summon an imp]
[BUILDING:TANNER:CUSTOM_T]
[PRODUCT:100:1:SKIN_TANNED:NONE:GET_MATERIAL_FROM_REAGENT:A:TAN_MAT]
[SKILL:TANNER]
[AUTOMATIC]
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Teneb

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2889 on: June 27, 2015, 08:09:58 am »

What sort of thing should I put into a reaction to make it summon a creature?

Code: [Select]
reaction_dungeon

[OBJECT:REACTION]

[REACTION:SUMMON_AN_IMP]
[NAME:summon an imp]
[BUILDING:TANNER:CUSTOM_T]
[PRODUCT:100:1:SKIN_TANNED:NONE:GET_MATERIAL_FROM_REAGENT:A:TAN_MAT]
[SKILL:TANNER]
[AUTOMATIC]
You will probably need DFHack for that, so I think that you'd be better served asking it in the DFHack thread.
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Rex Invictus

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2890 on: June 27, 2015, 08:15:02 am »

What sort of thing should I put into a reaction to make it summon a creature?

Code: [Select]
reaction_dungeon

[OBJECT:REACTION]

[REACTION:SUMMON_AN_IMP]
[NAME:summon an imp]
[BUILDING:TANNER:CUSTOM_T]
[PRODUCT:100:1:SKIN_TANNED:NONE:GET_MATERIAL_FROM_REAGENT:A:TAN_MAT]
[SKILL:TANNER]
[AUTOMATIC]
You will probably need DFHack for that, so I think that you'd be better served asking it in the DFHack thread.

I've heard it's fully possible to create vermin using reactions. I just can't work out how for the life of me.
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StagnantSoul

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2891 on: June 27, 2015, 08:25:37 am »

I remember someone modded chickens to give birth to thousands of live bees... It was hilarious.
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NJW2000

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2892 on: June 27, 2015, 09:57:29 am »

I remember someone modded chickens to give birth to thousands of live bees... It was hilarious.

Not to mention inevitable. How's the murder going, Stagnant?
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Untrustedlife

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2893 on: June 27, 2015, 10:41:00 am »

Hey guys, quick question, getting back into modding, been reworking my cthulhu mod, and I realized... my acolytes of the dark one are being displayed as acolytes of the dark one in game after being "infected" instea dof being hidden, though I have the CAN_BE_HIDDEN flag, is this expected behavior, should I instead use a creature class masterwork style?


Spoiler (click to show/hide)
« Last Edit: June 27, 2015, 10:44:58 am by Untrustedlife »
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Teneb

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2894 on: June 27, 2015, 12:33:23 pm »

They should be hidden. I'm just speculating here, but could you disable all their CAN_DO_INTERACTIONs so we can see if actually using an interaction blows their cover?

As an aside, you are probably aware of it but giving them NO_AGING makes them friendly to undead if I remember correctly (someone please do correct me if I misremember). You will probably be very happy next version when syndromes will be able to cause emotions.
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