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Author Topic: [MODDING] 0.47.x General modding questions thread - lots of new stuff!  (Read 138148 times)

Untrustedlife

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #120 on: February 02, 2020, 11:37:07 pm »

Does someone mind pointing me to me how I can extract the raws from a world? The token RAISE_GHOST is being accepted as an I_EFFECT in interactions, but isn't currently doing anything in the arena when tested.

For example, this code

Code: [Select]
[INTERACTION:RAISEGHOST]
[I_TARGET:A:CORPSE]
[IT_LOCATION:CONTEXT_ITEM]
[IT_AFFECTED_CLASS:GENERAL_POISON]
[IT_MANUAL_INPUT:corpses]
[I_EFFECT:RAISE_GHOST]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:raisedghost]

...doesn't do anything in arena, though it doesn't leave anything in the error log denoting an incorrect I_EFFECT.

Didnt he add that and then last minute decide they are too buggy? That would be why it doesn't work. Also i would test in a world because maybe a hist fig is required for this. Im sure it will work eventually probably not now though.
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Untrustedlife

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #121 on: February 02, 2020, 11:39:36 pm »

Yep:
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Earthbound Modder

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MaxTheFox

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #123 on: February 03, 2020, 02:51:01 am »

Nevermind.
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pikachu17

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #124 on: February 03, 2020, 09:36:20 am »

Does someone mind pointing me to me how I can extract the raws from a world?
Go into your save, find the file world.dat, and open it with the flat file editor of your choice. I myself just use Notepad.
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Taras

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #125 on: February 03, 2020, 11:00:39 am »

What food is edible by carnivores? I know: meat and fish is edible, when tallow, cheese and eggs cannot be eaten raw.
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Untrustedlife

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #126 on: February 03, 2020, 11:22:22 am »

Still no one has gotten experiments to work?
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FantasticDorf

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #127 on: February 03, 2020, 11:29:06 am »

What food is edible by carnivores? I know: meat and fish is edible, when tallow, cheese and eggs cannot be eaten raw.

They can eat anything cooked in prepared meals as long as there's atleast 1 meat ingredient within.
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Untrustedlife

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #128 on: February 03, 2020, 01:47:39 pm »

Anyone know what the purpose of there new tags is:
      [IS_TRIGGER_STRING_SECOND:have]
      [IS_TRIGGER_STRING_THIRD:has]
      [IS_TRIGGER_STRING:been granted healing!]
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pikachu17

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #129 on: February 03, 2020, 01:53:53 pm »

Anyone know what the purpose of there new tags is:
      [IS_TRIGGER_STRING_SECOND:have]
      [IS_TRIGGER_STRING_THIRD:has]
      [IS_TRIGGER_STRING:been granted healing!]
I assume that when you get the blessing, you get: You have been granted healing!; When someone else gets the blessing you see [Name] has been granted healing!
That's what I think, anyway, but I could be wrong.
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Untrustedlife

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #130 on: February 03, 2020, 01:57:15 pm »

Anyone know what the purpose of there new tags is:
      [IS_TRIGGER_STRING_SECOND:have]
      [IS_TRIGGER_STRING_THIRD:has]
      [IS_TRIGGER_STRING:been granted healing!]
I assume that when you get the blessing, you get: You have been granted healing!; When someone else gets the blessing you see [Name] has been granted healing!
That's what I think, anyway, but I could be wrong.

It is used in experiment interactions aswell. Im going to play with experiments tonight. I tried previously to get experiment interactions working but it resulted in my necros not making towers. Not sure if it was an issue with my specific interaction though and no one seems to have tried.
« Last Edit: February 03, 2020, 01:58:52 pm by Untrustedlife »
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Fatace

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #131 on: February 03, 2020, 02:59:20 pm »

Not registered in raws (entity_default.txt) position tokens:
Hmm, looks like you'd need to use the tokens CUSTOM_OFFICIAL_# currently.  I did not give them good-sounding names.
# 0 = chancellor, 1 = justiciar, 2 = treasurer, 3 = counselor, 4 = chamberlain
5 = master of beasts, 6 = butler, 7 = doctor, 8 = executioner, 9 = chef, 10 = housekeeper

CUSTOM_MARKET_OFFICIAL_#
# 0 = sewer official, 1 = grain official, 2 = fire official, 3 = judge, 4 = building official, 5 = road official

CUSTOM_LAW_MAKER -- this one is ambiguous currently - law-giver, lord/lady, abbot in monastery, castle baron, master (demon)
CUSTOM_OUTCAST_LT -- lieutenant (bandit/villain)
CUSTOM_OUTCAST_FACTOR -- representative (larger criminal gang)
CUSTOM_COMPANY_FACTOR -- factor/agent/governor/administrator (all the same thing, merchant company)
CUSTOM_COMPANY_LEADER -- master/head (merchant company)
CUSTOM_MERCENARY_LEADER -- has a ton of names and is the head of a mercenary/military order
CUSTOM_BANDIT_LEADER -- master/ringleader etc. of bandits
CUSTOM_MILITARY_GOALS -- war leader
CUSTOM_MILITARY_STRATEGY -- general/marshal/constable
CUSTOM_MERCENARY_TREASURER -- treasurer (of military order)
HIGHEST_PRIEST -- holy city priest for any religion, has random name
CUSTOM_LAW_MAKER_2 -- baron for market castles

CUSTOM_GUILD_LEADER -- these four are as they say, the positions in the new crafts guilds
CUSTOM_GUILD_CLERK
CUSTOM_GUILD_STEWARD
CUSTOM_GUILD_ALDERPERSON

Even with this info, kinda odd to figure out how to get the main positions needed to make Dark Fortress Civs playable... I got the Doctor to work like normal...
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FantasticDorf

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #132 on: February 03, 2020, 03:27:42 pm »

Even with this info, kinda odd to figure out how to get the main positions needed to make Dark Fortress Civs playable... I got the Doctor to work like normal...

They're still breaking for me pretty consistently with the same kind of behaviour im seeing attributed to [CHAT_WORTHY] with errorless crashes on world generation once civs have stopped loading (and specifically to positions, [RESPONSIBILITY:RELIGION] used to crash consistently if put anywhere but under DRUID in a forest retreat site type before this version on 44.12 exactly like this)

Please do share your doctor raws.
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ChaosPotato

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #133 on: February 03, 2020, 03:32:50 pm »

Spoiler (click to show/hide)
This isn't spreading. Even if I have someone drink blood from someone who died from this, they don't get red fever. The vomiting blood interaction also isn't working.
« Last Edit: February 03, 2020, 04:42:05 pm by ChaosPotato »
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Untrustedlife

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #134 on: February 03, 2020, 03:57:08 pm »

Pretty sure you have to add the syndrome to the material mat but i could be wrong.
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