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Author Topic: Modding Interactions  (Read 718 times)

Derpy Dev

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Modding Interactions
« on: March 20, 2017, 12:41:52 pm »

So I am messing with the interaction example files, and I am having trouble. The problem is that I don't know how to test it in the arena.

When spawning arena creatures, you can press U to change the effects they have. But I added a new one to the interaction_secret file, and it isn't showing up. How can I change this?

Knight Otu

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Re: Modding Interactions
« Reply #1 on: March 20, 2017, 01:29:19 pm »

The files in the interaction examples folder are just that - examples. They aren't read by DF. Interaction files need to be in the objects folder to be read.
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Derpy Dev

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Re: Modding Interactions
« Reply #2 on: March 20, 2017, 02:49:58 pm »

The files in the interaction examples folder are just that - examples. They aren't read by DF. Interaction files need to be in the objects folder to be read.

I had a feeling that was the answer. But the question of the hour is this: where are the interaction files that are read by the game?

overseer05-15

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Re: Modding Interactions
« Reply #3 on: March 20, 2017, 02:59:59 pm »

The files in the interaction examples folder are just that - examples. They aren't read by DF. Interaction files need to be in the objects folder to be read.

I had a feeling that was the answer. But the question of the hour is this: where are the interaction files that are read by the game?
The ones you see as examples are hardcoded into the game. If you want to add any, you'll have to create a new file.
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Derpy Dev

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Re: Modding Interactions
« Reply #4 on: March 20, 2017, 03:29:59 pm »

The ones you see as examples are hardcoded into the game. If you want to add any, you'll have to create a new file.

Thanks for the help!

I do have another question though. I know that titans and forgotten beasts can use randomly generated syndromes. Can you mod in a creature that has a venomous bite with a random effect? Or perhaps a spell used by necromancers that cast a random syndrome on a target?