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Author Topic: [MODDING] 0.43.x QUESTIONS THREAD  (Read 190473 times)

BlackFlyme

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #510 on: February 11, 2016, 11:51:08 pm »

Just a guess here, but try CONTEXT_ITEM instead of CONTEXT_REGION?

May also want to add a short transformation effect. Resurrections don't completely heal the creature.
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Bearskie

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #511 on: February 12, 2016, 12:37:22 am »

Woops, you forgot your [IE_INTERMITTENT].

Logically context_item sounds right, but the interaction examples folder uses context_region. *shrugs*

Urlance Woolsbane

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #512 on: February 12, 2016, 12:43:43 am »

Woops, you forgot your [IE_INTERMITTENT].
I deliberately removed it. Is it necessary? The wiki doesn't indicate that.
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Putnam

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #513 on: February 12, 2016, 12:44:46 am »

...It makes it so that the interaction happens regularly ("intermittently"). Yain't gonna just remove a part from a car engine and expect it to work after, grumble grumble...

Bearskie

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #514 on: February 12, 2016, 12:46:10 am »

If you want the effect to be instantaneous instead of on a weekly/monthly basis, could you test [IE_IMMEDIATE] for me? :P

Urlance Woolsbane

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #515 on: February 12, 2016, 01:00:43 am »

That should have occurred to me sooner.

That said, it doesn't seem to have made a difference. I even tested it in Fort Mode, thinking that perhaps regional interactions can't take effect in Adventure Mode, but it made no differrence.
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Bearskie

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #516 on: February 12, 2016, 03:00:55 am »

Uhh... just final check here: you are using either [IE_INTERMITTENT:WEEKLY] or [IE_INTERMITTENT:MONTHLY] right? Daily and yearly won't work.

Urlance Woolsbane

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #517 on: February 12, 2016, 04:53:28 am »

Uhh... just final check here: you are using either [IE_INTERMITTENT:WEEKLY] or [IE_INTERMITTENT:MONTHLY] right? Daily and yearly won't work.
No, I meant that I used IE_IMMEDIATE. If I have to resort to IE_INTERMITTENT, then so be it, but I hope that's not the case.
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pikachu17

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #518 on: February 16, 2016, 11:04:05 am »

can I make a civ that has spouse converter?
can a natural attack have the skill mining? if so, can the creature dig with bare hands?
can I make it so a particular creature has exactly one creature created in world gen? (I'm trying to mod in armok, how do I make him be the king of a dwarven civ. what size should he be? how do I make him unkillable)
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BlackFlyme

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #519 on: February 16, 2016, 11:22:26 am »

can I make a civ that has spouse converter?
can a natural attack have the skill mining? if so, can the creature dig with bare hands?
can I make it so a particular creature has exactly one creature created in world gen? (I'm trying to mod in armok, how do I make him be the king of a dwarven civ. what size should he be? how do I make him unkillable)

As far as I know, spouse conversion only works for lair-dwelling creatures such as night-trolls or megabeasts. Could try to test it out anyways.

A natural attack can use any skill, but will not allow them to cut trees or mine.

Closest I know of to a unique creature is to make them a megabeast. To help make them be king often give them high social skills, and values in-line with dwarven values. You can also define which creatures are allowed for which positions, but I don't think it works for creatures not a part of the civilization by default.

Armok would be at the very least twice the size of a Dwarf, I think. But it is hard to make a creature truly invulnerable. Make Armok massive, with skin of adamant, and bones of slade.
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pikachu17

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #520 on: February 16, 2016, 11:26:07 am »

how about GENERAL_MATERIAL_FORCE_MULTIPLIER:1:1000000000000000000000000]
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BlackFlyme

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #521 on: February 16, 2016, 11:30:20 am »

I forgot about material multipliers. Might be a few too many zeroes there; it may cause an overflow. Otherwise, yes, that would greatly increase survivability.
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pikachu17

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #522 on: February 16, 2016, 11:39:16 am »

whats the maximum general force multiplier?
his beard should be made of adamant, how do do it?
by the way I'm copying dwarves and just changing stuff around
« Last Edit: February 16, 2016, 11:54:38 am by pikachu17 »
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BlackFlyme

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #523 on: February 16, 2016, 11:51:16 am »

I'm not quite sure when numbers begin to overflow.

You could select the hair tissues, then change the tissue material to INORGANIC:ADAMANTINE.
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Putnam

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #524 on: February 16, 2016, 12:54:33 pm »

whats the maximum general force multiplier

probably 2147483647
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