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Author Topic: [MODDING] 0.43.x QUESTIONS THREAD  (Read 194896 times)

pikachu17

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1980 on: November 01, 2017, 09:49:40 am »

It is going to be fixed in the next release?
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scamtank

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1981 on: November 01, 2017, 10:55:17 am »

edit: actually no I take back that sass, I can't find anything beyond "confirmed to exist, yeah" in the bug tracker
« Last Edit: November 01, 2017, 11:08:03 am by scamtank »
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Putnam

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1982 on: November 01, 2017, 01:06:43 pm »

I've heard nothing about it being fixed.

ZM5

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1983 on: November 01, 2017, 01:14:40 pm »

I'm 99% certain Toady is fully aware of the issue, and completely sure he said it was completely unintentional - I could be mistaking the "its 100% fixed next version" with some other bug but I would guess that if its not an intended behavior then it also will be fixed.

ZM5

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1984 on: November 01, 2017, 03:20:50 pm »

Sorry for the doublepost, but I'm thinking - would it be possible to have a creature with interaction knowledge be immune to a material attack that they can use? This is strictly without using transformation syndromes.

What my goal is - I would like to add Warcraft-style Shamans into the game - I want them to be able to use a gas flow "lightning" attack - going by how Toady describes it in the changelog with the "first" syndrome being the winner, I tried using the SYN_IDENTIFIER token, adding it to the syndromes of both the interaction knowledge itself and the material, but it doesnt seem to have the desired "immune" effect - they still paralyze themselves.

overseer05-15

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1985 on: November 01, 2017, 03:44:22 pm »

[SYN_IMMUNE_CLASS:WARLOCK], or something similar, added to the interaction. Replace WARLOCK with whatever class the user is.
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ZM5

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1986 on: November 01, 2017, 03:48:33 pm »

[SYN_IMMUNE_CLASS:WARLOCK], or something similar, added to the interaction. Replace WARLOCK with whatever class the user is.
That's for creature classes - like I outlined I want to make the interaction without transforming the user into a separate creature.

overseer05-15

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1987 on: November 01, 2017, 04:26:03 pm »

[SYN_IMMUNE_CLASS:WARLOCK], or something similar, added to the interaction. Replace WARLOCK with whatever class the user is.
That's for creature classes - like I outlined I want to make the interaction without transforming the user into a separate creature.
You can use [CE_ADD_TAG] with the immune class token, used by whatever interaction bestowed the warlock powers in the first place.
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ZM5

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1988 on: November 01, 2017, 04:40:35 pm »

Except this still wouldn't make them immune to material syndromes, thats my issue - I want to make them immune to material syndromes - I know how to make them immune to interaction-caused syndromes. And CE_ADD_TAG only has a specific list of tags that work with it, and all of them have specific effects that I don't want to add to the casters.

Bearskie

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1989 on: November 01, 2017, 07:32:24 pm »

Edit - ah, i think i understand, your warlocks are not creatyres, they're a class like necros.

Here's the thing - make the ME only for cosmetic effect, and use an underlying attack interaction to impart the paralysis.
« Last Edit: November 01, 2017, 07:45:59 pm by Bearskie »
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ZM5

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1990 on: November 04, 2017, 09:44:14 am »

What defines a material as a fuel? Can't find a token or anything on the wiki, so is it completely hardcoded?

I'm trying to make an "oil" material that'd be used as blood for various mechanical constructs - I'd like to give it a secondary function as a fuel type the player could use.

scamtank

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1991 on: November 04, 2017, 10:06:43 am »

Coal (as in a chunk of burny stuff that you toss into a reaction) is very much one of those building-block definitions in the game. If only we could define more subtypes for it, like coke for mineral fuel and charcoal for wood cinder, but alas.
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Hugo_The_Dwarf

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1992 on: November 04, 2017, 12:01:33 pm »

Yeah you'd have to just have the OIL be used in a processing reaction to render it into coke
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scourge728

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1993 on: November 04, 2017, 12:29:46 pm »

How does calculating gaits work?

Aranador

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1994 on: November 04, 2017, 06:50:40 pm »

What defines a material as a fuel? Can't find a token or anything on the wiki, so is it completely hardcoded?

I'm trying to make an "oil" material that'd be used as blood for various mechanical constructs - I'd like to give it a secondary function as a fuel type the player could use.

Two options, both of which can be used at the same time if desired:

1) As suggested, have a reaction to turn your OIL into coke.
2) Define a series of reactions that do what ever you want to be able to do with your OIL, and leave the [FUEL] tag out of these alternatives.
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