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Author Topic: [MODDING] 0.40.x QUESTIONS THREAD  (Read 316685 times)

CulixCupric

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3315 on: September 17, 2015, 02:41:22 pm »

If i make a creature with this as the blood mat...

Code: [Select]
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[ENTERS_BLOOD]
[SYNDROME]
[SYN_NAME:nocturian curse]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_IMMUNE_CREATURE:NOCTURIAN:ALL]
[CE_BODY_MAT_INTERACTION:MAT_TOKEN:BLOOD:START:0]
[CE:INTERACTION:NOCTURIAN_CURSE]
[CE:SYNDROME_TAG:SYN_INGESTED]
[CE:SYNDROME_TAG:SYN_INJECTED]

and this as an attack...

Code: [Select]
[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_CANLATCH]
[SPECIALATTACK_INJECT_EXTRACT:LOCAL_CREATURE_MAT:BLOOD:LIQUID:100:100]
[SPECIALATTACK_INTERACTION:NOCTURIAN_CURSE]
[SPECIALATTACK_SUCK_BLOOD:25:50]

and this as the interaction

Code: [Select]
interaction_culix_curse_nocturnal

[OBJECT:INTERACTION]

[INTERACTION:NOCTURIAN_CURSE]

[I_SOURCE:DEITY]
[IS_USAGE_HINT:MAJOR_CURSE]
[IS_HIST_STRING_1: cursed ]
[IS_HIST_STRING_2: to prowl the night in search of blood]

[I_SOURCE:INGESTION]
[IS_HIST_STRING_1: consumed the tainted blood of ]
[IS_HIST_STRING_2: and was cursed]

[I_SOURCE:ATTACK]
[IS_HIST_STRING_1: was bitten by ]
[IS_HIST_STRING_2: and was cursed]

[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_REQUIRES:CAN_LEARN]
[IT_REQUIRES:HAS_BLOOD]
[IT_FORBIDDEN:NOT_LIVING]
[IT_FORBIDDEN:SUPERNATURAL]
[IT_CANNOT_HAVE_SYNDROME_CLASS:WERECURSE]
[IT_CANNOT_HAVE_SYNDROME_CLASS:VAMPCURSE]
[IT_CANNOT_HAVE_SYNDROME_CLASS:DISTURBANCE_CURSE]

[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[SYN_CLASS:VAMPCURSE]
[CE_BODY_TRANSFORMATION:SEV:100:PROB:25:RESISTABLE:SIZE_DILUTES:START:24000]
[CE:CREATURE:NOCTURIAN:DEFAULT]

would it cause any qualifying creature (has blood, isn't already cursed) to risk turning into one? if not, what can i do to fix it so it will?
« Last Edit: September 17, 2015, 02:46:04 pm by CulixCupric »
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Nahere

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3316 on: September 17, 2015, 03:24:25 pm »

Does anyone happen to know what happens if a fort has a building that is not on the entity's PERMITTED_BUILDING list?  Can the dwarves still use it assuming the entity has the right PERMITTED_REACTIONs?
Pretty sure this should work. Rise of the Mushroom Kingdom has it as a feature.
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Dirst

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3317 on: September 17, 2015, 08:13:04 pm »

Does anyone happen to know what happens if a fort has a building that is not on the entity's PERMITTED_BUILDING list?  Can the dwarves still use it assuming the entity has the right PERMITTED_REACTIONs?
Pretty sure this should work. Rise of the Mushroom Kingdom has it as a feature.
Thanks, the building is usable, and the reactions are available, but oddly the DFHack routine that's supposed to fire when the reaction completes is not firing.  I'll check in the DFHack thread because it's probably something incredibly esoteric.
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CulixCupric

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3318 on: September 17, 2015, 11:52:27 pm »

if i were to made a new ammo, and make a special reaction for it's creation, and NOT include it in entity files for races, but DO include the weapons that use its ammo class, would they be able to fire the weapons?

here's the code...
dummy material for gunpowder
Code: [Select]
[INORGANIC:STONE_GUNPOWDER]
[USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:gunpowder][DISPLAY_COLOR:7:7:1][TILE:34]
[IS_STONE]
[SOLID_DENSITY:2787]
[MATERIAL_VALUE:3]
[NO_STONE_STOCKPILE]

reactions for gunpowder creation (charcoal, saltpeter, and sulfur[brimstone]), and rifle ammunition...
Code: [Select]
[REACTION:CREATE_ASH_GUNPOWDER]
[NAME:create gunpowder]
[BUILDING:KILN:NONE]
[REAGENT:saltpeter:1:BOULDER:NONE:INORGANIC:SALTPETER]
[REAGENT:sulfur:1:BOULDER:NONE:INORGANIC:BRIMSTONE]
[REAGENT:charcoal:150:BAR:NO_SUBTYPE:COAL:CHARCOAL]
[REAGENT:bag:1:BOX:NONE:NONE:NONE][EMPTY][BAG][PRESERVE_REAGENT]
[PRODUCT:100:1:POWDER_MISC:NONE:INORGANIC:STONE_GUNPOWDER][PRODUCT_DIMENSION:150]
[PRODUCT_TO_CONTAINER:bag]
[SKILL:SMELT]

[REACTION:CREATE_RIFLE_AMMO]
[NAME:create riffle ammo]
[BUILDING:CRAFTSMAN:NONE]
[REAGENT:metal:150:BAR:NO_SUBTYPE:METAL:NONE]
[REAGENT:gunpowder:1:POWDER_MISC:NONE:INORGANIC:STONE_GUNPOWDER]
[PRODUCT:100:50:AMMO:ITEM_AMMO_RIFLE_BULLET:GET_MATERIAL_FROM_REAGENT:metal:NONE]
[SKILL:FORGE_WEAPON]
the ammunition
Code: [Select]
[ITEM_AMMO:ITEM_AMMO_RIFLE_BULLET]
[NAME:rifle ammunition:rifle ammunitions]
[CLASS:BULLET_RIFLE]
[SIZE:30]
[ATTACK:BLUNT:5:50:strike:strikes:NO_SUB:3000]
[ATTACK_PREPARE_AND_RECOVER:6:6]
the rifle
Code: [Select]
[ITEM_WEAPON:ITEM_WEAPON_RIFLE_INFANTRY]
[NAME:infantry rifle:infantry rifles]
[SIZE:500]
[SKILL:HAMMER]
[RANGED:CROSSBOW:BULLET_RIFLE]
[SHOOT_FORCE:1750]
[SHOOT_MAXVEL:300]
[TWO_HANDED:0]
[MINIMUM_SIZE:20000]
[MATERIAL_SIZE:5]
[ATTACK:BLUNT:10000:4000:bash:bashes:NO_SUB:1250]
[ATTACK_PREPARE_AND_RECOVER:3:3]

and, how would i make the ammunition single use? should i make an interaction? can weapons use interactions?
could i put something like this inside the rifle?
Code: [Select]
[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:Hurl fireball]
[CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_CATEGORY:HAND]
[CDI:FLOW:FIREBALL]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:15]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:30]
« Last Edit: September 18, 2015, 12:00:34 am by CulixCupric »
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BlackFlyme

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3319 on: September 18, 2015, 12:04:30 am »

So long as you have ammo, you can fire the weapon.

Weapons cannot use interactions without DFHack, and I don't know enough about that to tell you how it works.

Not quite sure what you mean by making ammunition single-use. It already is, as the only instance where ammo isn't destroyed is if it falls at least one Z-level without hitting anything.
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CulixCupric

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3320 on: September 18, 2015, 12:12:09 am »

So long as you have ammo, you can fire the weapon.

Weapons cannot use interactions without DFHack, and I don't know enough about that to tell you how it works.

Not quite sure what you mean by making ammunition single-use. It already is, as the only instance where ammo isn't destroyed is if it falls at least one Z-level without hitting anything.
Thanks. So i don't need to include the ammo in the entity raws and they can obtain it only through the reaction if i just include this in the entity file?

Code: [Select]
        [WEAPON:ITEM_WEAPON_RIFLE_INFANTRY]
[PERMITTED_REACTION:CREATE_ASH_GUNPOWDER]
[PERMITTED_REACTION:CREATE_RIFLE_AMMO]
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BlackFlyme

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3321 on: September 18, 2015, 12:16:51 am »

Yes, though it may mess up the pre-generated soldiers that get stuck with rifles, as they will have no ammo to fire. You could create a custom reaction for the rifle as well, if you do not want the civilization to be able to use rifles right off the bat.

Though that won't matter as much if you have no intentions of playing Adventure Mode. The occasional trading caravan will not have very good defenses if they get a ranged unit who is given a rifle, however. Your soldiers will be fine though, as long as you have bullets to give them.

In an unmodded game, people are still able to use bows created through a mood by trading for arrows.
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CulixCupric

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3322 on: September 18, 2015, 01:18:43 am »

Yes, though it may mess up the pre-generated soldiers that get stuck with rifles, as they will have no ammo to fire. You could create a custom reaction for the rifle as well, if you do not want the civilization to be able to use rifles right off the bat.

Will do that, thanks for the idea.
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Teneb

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3323 on: September 18, 2015, 02:16:27 pm »

Does [PERSONALITY:VIOLENT:X:Y:Z] actually have an effect on wild/tame creatures? Or is it only to determine whether non-military entity members will run or not? What about BRAVERY?
« Last Edit: September 18, 2015, 02:18:09 pm by Teneb »
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CulixCupric

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3324 on: September 18, 2015, 09:25:24 pm »

I am working on various workshops, called shrines, and i'm not sure how to make use of them. I want them to be used for rituals and such, how would I do that? can they only be used for reactions? how can i make reactions that result in effects?

is reaction>item>ingestion>syndrome the only method?

EDIT:

is this mistake free? can it be improved?

Code: [Select]
[INORGANIC:POTION_NOCTURIAN]
[DISPLAY_COLOR:4:4:1][TILE:139]
[USE_MATERIAL_TEMPLATE:PLANT_ALCOHOL_TEMPLATE]
[EDIBLE_RAW]
[PREFIX:NONE]
[STATE_NAME_ADJ:ALL_SOLID:frozen blood of nocturne]
[STATE_NAME_ADJ:LIQUID:blood of nocturne]
[STATE_NAME_ADJ:GAS:boiling blood of nocturne]
[MAT_FIXED_TEMP:10067]
[MELTING_POINT:1000]
[BOILING_POINT:21000]
[SYNDROME]
[SYN_NAME:nocturian curse]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_IMMUNE_CREATURE:NOCTURIAN:ALL]
[CE_BODY_TRANSFORMATION:START:100]
[CE:CREATURE:NOCTURIAN:DEFAULT]
« Last Edit: September 18, 2015, 10:51:03 pm by CulixCupric »
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CulixCupric

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3325 on: September 19, 2015, 12:26:36 am »

how does one create books, or create a reaction that results in a book?

EDIT: is there any errors or mistakes here?

Code: [Select]
reaction_culix_library

[OBJECT:REACTION]

[REACTION:CREATE_TOOL_CANDLE_FROM_TALLOW] candle light
[NAME:make candle from tallow]
[BUILDING:WORKSHOP_LAB_SCHOLAR:CUSTOM_T]
[REAGENT:tallow:150:GLOB:NONE:NONE:NONE][REACTION_CLASS:TALLOW][UNROTTEN]
[PRODUCT:100:1:TOOL:ITEM_TOOL_CANDLE:GET_MATERIAL_FROM_REAGENT:tallow:NONE]
[SKILL:SOAP_MAKING]

[REACTION:CREATE_TOOL_CANDLE_FROM_WAX] candle light
[NAME:make candle from wax]
[BUILDING:WORKSHOP_LAB_SCHOLAR:CUSTOM_W]
[REAGENT:wax:150:GLOB:NONE:NONE:NONE][REACTION_CLASS:WAX]
[PRODUCT:100:1:TOOL:ITEM_TOOL_CANDLE:GET_MATERIAL_FROM_REAGENT:wax:NONE]
[SKILL:WAX_WORKING]

[REACTION:CREATE_TOOL_NOTEBOOK] dummy out later
[NAME:bind notebook]
[BUILDING:WORKSHOP_LAB_SCHOLAR:CUSTOM_B]
[REAGENT:leather:2:SKIN_TANNED:NONE:NONE:NONE]
[REAGENT:cloth:10:CLOTH:NONE:NONE:NONE][MIN_DIMENSION:10000]
[PRODUCT:100:1:TOOL:ITEM_TOOL_NOTEBOOK:GET_MATERIAL_FROM_REAGENT:leather:NONE]
[SKILL:LEATHERWORK]

[REACTION:ACTION_STUDY_WRITE_BOOK]
[NAME:bind book]
[BUILDING:WORKSHOP_LAB_SCHOLAR:CUSTOM_B]
[REAGENT:leather:2:SKIN_TANNED:NONE:NONE:NONE]
[REAGENT:cloth:10:CLOTH:NONE:NONE:NONE][MIN_DIMENSION:10000]
[PRODUCT:100:1:BOOK:NO_SUBTYPE:GET_MATERIAL_FROM_REAGENT:leather:NONE]
[SKILL:LEATHERWORK]

[REACTION:CREATE_TOOL_PENCIL]
[NAME:make pencils]
[BUILDING:WORKSHOP_LAB_SCHOLAR:CUSTOM_P]
[REAGENT:wood:1:WOOD:NONE:NONE:NONE]
[REAGENT:graphite:1:ANY_RAW_MATERIAL:NONE:INORGANIC:GRAPHITE]
[REAGENT:mortar:1:TOOL:ITEM_TOOL_MORTAR:NONE:NONE]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[REAGENT:pestal:1:WEAPON:ITEM_TOOL_PESTLE:NONE:NONE]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:100:TOOL:ITEM_TOOL_PENCIL:GET_MATERIAL_FROM_REAGENT:wood:NONE]
[SKILL:CARPENTRY]

[REACTION:ACTIONSTUDY_COMPILE_NOTES] uses candle light and study tools
[NAME:compile notes]
[BUILDING:WORKSHOP_SKILL_LIBRARY:CUSTOM_C]
[REAGENT:notebook:1:BOOK:NONE:NONE:NONE]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[REAGENT:pencil:1:TOOL:ITEM_TOOL_PENCIL:NONE:NONE]
[REAGENT:candle:1:TOOL:ITEM_TOOL_CANDLE:NONE:NONE]
[REAGENT:notes:10:TOOL:ITEM_TOOL_NOTEPAGES:NONE:NONE]
[REAGENT:cloth:1:CLOTH:NONE:NONE:NONE][MIN_DIMENSION:10000]
[IMPROVEMENT:50:notebook:PAGES:GET_MATERIAL_FROM_REAGENT:cloth:NONE]
[SKILL:ORGANIZATION]

[REACTION:ACTIONSTUDY_CREATE_NOTES]
[NAME:make notes]
[BUILDING:WORKSHOP_SKILL_LIBRARY:CUSTOM_N]
[REAGENT:notebook:1:BOOK:NONE:NONE:NONE]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[REAGENT:calculator:1:TOOL:ITEM_TOOL_ABACUS:NONE:NONE]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[REAGENT:pencil:1:TOOL:ITEM_TOOL_PENCIL:NONE:NONE]
[REAGENT:candle:1:TOOL:ITEM_TOOL_CANDLE:NONE:NONE]
[REAGENT:cloth:1:CLOTH:NONE:NONE:NONE][MIN_DIMENSION:10000]
[IMPROVEMENT:5:notebook:PAGES:GET_MATERIAL_FROM_REAGENT:cloth:NONE]
[PRODUCT:100:1:TOOL:ITEM_TOOL_NOTEPAGES:GET_MATERIAL_FROM_REAGENT:cloth:NONE]
[SKILL:WRITING]

[REACTION:ACTIONSTUDY_PRACTICE_REVIEW]
[NAME:review notes]
[BUILDING:WORKSHOP_SKILL_LIBRARY:CUSTOM_R]
[REAGENT:notebook:1:BOOK:NONE:NONE:NONE]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[REAGENT:notes:1:TOOL:ITEM_TOOL_NOTEPAGE:NONE:NONE]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[REAGENT:pencil:1:TOOL:ITEM_TOOL_PENCIL:NONE:NONE]
[REAGENT:candle:1:TOOL:ITEM_TOOL_CANDLE:NONE:NONE]
[REAGENT:notes:5:TOOL:ITEM_TOOL_NOTEPAGES:NONE:NONE]
[REAGENT:cloth:1:CLOTH:NONE:NONE:NONE][MIN_DIMENSION:10000]
[IMPROVEMENT:5:notebook:PAGES:GET_MATERIAL_FROM_REAGENT:cloth:NONE]
[PRODUCT:25:1:TOOL:ITEM_TOOL_NOTEPAGES:GET_MATERIAL_FROM_REAGENT:cloth:NONE]
[SKILL:KNOWLEDGE_ACQUISITION]

« Last Edit: September 19, 2015, 01:42:17 am by CulixCupric »
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Bogus

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3326 on: September 19, 2015, 03:36:15 am »

there are a couple of scripts that can trigger on certain events such as a completed reaction and then run other scripts, which may or may not cause a syndrome on the performing dwarf, cause the apocalypse, etc. so reaction->syndrome is entirely possible. in fact, you could bestow a syndrome on all dwarves instead, or certain kinds of units, or any dwarv that has a certain characteristic and so on.

Spoiler (click to show/hide)


that should typically come with dhack if i am not mistaken, otherwise you may want to check the 3rdParty&utilities forum or expewnents git: https://github.com/expwnent?tab=repositories
« Last Edit: September 19, 2015, 03:38:08 am by Bogus »
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Putnam

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3327 on: September 19, 2015, 04:41:22 am »

DFHack scripts, of course

Bogus

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3328 on: September 19, 2015, 10:28:22 am »

what makes plant growth able to be harvested, what makes whole plants get harvested instead? the wiki says:

Quote
Edible or otherwise usable growths should have [STOCKPILE_PLANT_GROWTH] in their material definitions for proper stockpiling, and must have both [STOCKPILE_PLANT_GROWTH] and [STRUCTURAL_PLANT_MAT] to be picked in fortress mode. This also lets them be collected from plant gathering and farming jobs, unless the growth is linked to the plant itself through a reaction, as in quarry bushes.

is this accurate? some plants, such as bambara groundnuts, have their pods made of LOCAL_PLANT_MAT:STRUCTURAL and that material does not have a [STOCKPILE_PLANT_GROWTH] token, nor is it edible. it does however have a [STRUCTURAL_PLANT_MAT] token in the template. are these nuts even harvestable in current df (havent been running it unmodded for a while)?

also, if [edible] tokens do have an impact on harvestability, would [EDIBLE:VERMIN] suffice?
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CulixCupric

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3329 on: September 19, 2015, 01:23:57 pm »

there are a couple of scripts that can trigger on certain events such as a completed reaction and then run other scripts, which may or may not cause a syndrome on the performing dwarf, cause the apocalypse, etc. so reaction->syndrome is entirely possible. in fact, you could bestow a syndrome on all dwarves instead, or certain kinds of units, or any dwarv that has a certain characteristic and so on.

Spoiler (click to show/hide)


that should typically come with dhack if i am not mistaken, otherwise you may want to check the 3rdParty&utilities forum or expewnents git: https://github.com/expwnent?tab=repositories
those are in the hack folder of dfhack, how do i use them inside of reactions though?
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