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Author Topic: [MODDING] 0.47.x General modding questions thread - lots of new stuff!  (Read 138139 times)

Lurksquatch

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #465 on: April 03, 2020, 10:16:38 am »

Someone may have already asked this question, but is there a reason why vermin with the "vermin soil colony" token don't have animal person/ giant versions? Like, why are there no giant ants, or honey bees? I was thinking of making a Colony Spider creature, but the whole point is to have swarms of giant spiders attack your fortress. So I was just wondering if it had to do with the token that makes them live in colonies, or if it's something else.

Thanks!
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Vorox

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #466 on: April 03, 2020, 10:49:30 am »

Simple question about the IT_REQUIRES interaction token - if I use several of them for one interaction, for example
[IT_REQUIRES:OPPOSED_TO_LIFE]
[IT_REQUIRES:SUPERNATURAL]

Does that mean that the target creature must have EITHER of those tags or BOTH?
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pikachu17

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #467 on: April 03, 2020, 02:06:20 pm »

Simple question about the IT_REQUIRES interaction token - if I use several of them for one interaction, for example
[IT_REQUIRES:OPPOSED_TO_LIFE]
[IT_REQUIRES:SUPERNATURAL]

Does that mean that the target creature must have EITHER of those tags or BOTH?
I believe it is EITHER.
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CohentheBarbarian

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #468 on: April 03, 2020, 05:26:49 pm »

Is it possible to mod a reaction to brew ICOR and BLOOD into low grade booze?
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chipathingy

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #469 on: April 04, 2020, 01:29:09 am »

Hey, I'm trying to make the varkids from the Borderlands games but I'm having some trouble with their transforming reactions. 

In the creature file:
Spoiler (click to show/hide)
In the interaction file:
Spoiler (click to show/hide)

The idea is that it has a chance to be triggered in combat. It turns into a pod which then 'hatches' (dies, leaves no corpse by summons the next stage).
It doesn't seem to work in either fort mode or the arena, is there anything obvious that I've done wrong? They won't even transform once
Edit: Just added [IE_TARGET:A] to the add syndrome effect in 1a, still doesn't work
« Last Edit: April 04, 2020, 03:21:17 am by chipathingy »
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TomiTapio

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #470 on: April 04, 2020, 08:06:20 am »

Someone may have already asked this question, but is there a reason why vermin with the "vermin soil colony" token don't have animal person/ giant versions? Like, why are there no giant ants, or honey bees? I was thinking of making a Colony Spider creature, but the whole point is to have swarms of giant spiders attack your fortress.
Because, I suppose, Toady One has not created giant versions of them.
Some civs bring war animals (beak dogs) with them, some do not. One time 2013-ish I gave gray acid dragons to a civ, they brought like 30 of them with their army...

You cannot command in modding how large an army attacks your fort.
You can have wildlife appear in large [CLUSTER_NUMBER:99:999] sizes but that's not an attack.
I get 5-6 demon-civ-people in an "attacking army".

Is it possible to mod a reaction to brew ICOR and BLOOD into low grade booze?
Yeah, by making a custom reaction. Not via the brew shop normal reaction. First, create a new plant that will contain your ICHOR_ACHOOLOL. Create the new poor alcohol material inside plant. Or create a new material that is like alcohol, inside the materials txt file.
add class tag eg. THIS_IS_ICHOR to ichor.
add class tag eg. THIS_IS_BLOOD to blood.
Reaction: in comes a barrel of vile stuff that has a class tag
Spoiler (click to show/hide)

Here are the three alcohol qualities that OldGenesis mod uses:
Spoiler (click to show/hide)
« Last Edit: April 04, 2020, 08:18:16 am by TomiTapio »
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

CohentheBarbarian

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #471 on: April 04, 2020, 04:24:31 pm »

TomiTapio

Thats awesome. Thanks for the help mate.
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Sver

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #472 on: April 04, 2020, 05:44:10 pm »

You can have wildlife appear in large [CLUSTER_NUMBER:99:999] sizes but that's not an attack.

Although it will behave like one if the creature has [LARGE_PREDATOR] plus any of the [CURIOUSBEAST_%%] tags. I recon an old bug where giant mosquitoes would spawn in such numbers and consume every living being on the surface, not to mention the terrible lag they were causing all the while.
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Lurksquatch

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #473 on: April 04, 2020, 06:55:02 pm »

Because, I suppose, Toady One has not created giant versions of them.
Some civs bring war animals (beak dogs) with them, some do not. One time 2013-ish I gave gray acid dragons to a civ, they brought like 30 of them with their army...

You cannot command in modding how large an army attacks your fort.
You can have wildlife appear in large [CLUSTER_NUMBER:99:999] sizes but that's not an attack.
I get 5-6 demon-civ-people in an "attacking army".

Hmmm...so there no underlying mechanical reason for there not being giant honey bees and such? That's interesting...

Also, to Sver's point, I think 250-500 giant spiders with the [CRAZED] token should make for an imposing swarm lol. If need be, I'll give 'em [LARGE_PREDATOR] and/or [CURIOUSBEAST], but I think an instinctual bloodlust should suffice.

Thanks for the help!
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TomiTapio

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #474 on: April 05, 2020, 05:20:08 am »

Also, to Sver's point, I think 250-500 giant spiders with the [CRAZED] token should make for an imposing swarm lol.
PLease, think of the framerate! 200 of 12kg spider corpses and their miasma will be such lag in the simulation...

I'd go with 13 giant spiders, boost their dodging and fighting and spit-a-substance(cause vomiting and skin burns) skill instead of having 200 creatures hehehe.
« Last Edit: April 05, 2020, 05:26:15 am by TomiTapio »
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

McFeel

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #475 on: April 08, 2020, 05:48:33 am »

Hello, I want to create a creature that generates a constant dizziness "area". I give it this interaction:
Spoiler (click to show/hide)

The interaction:
Spoiler (click to show/hide)

But it doesn't work.
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TomiTapio

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #476 on: April 08, 2020, 12:29:57 pm »

Hello, I want to create a creature that generates a constant dizziness "area". I give it this interaction:
   [I_SOURCE:CREATURE_ACTION]
   [I_TARGET:a:CREATURE]
      [IT_LOCATION:CONTEXT_CREATURE]
      [IT_MANUAL_INPUT:creature]
range 5, and attack usage.  is the creature attacking all the time? (crazed, opposed to life)

Here's an acid spit interaction by Celem.
Spoiler (click to show/hide)

Here's one nasty interaction from Putnam in 2017:
Spoiler (click to show/hide)
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

Lurksquatch

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #477 on: April 08, 2020, 06:53:05 pm »

PLease, think of the framerate! 200 of 12kg spider corpses and their miasma will be such lag in the simulation...

Eh. Losing is fun, right?

On an unrelated note, does anyone know how to edit/add text for merchants, sieges, etc? I found a bunch of files that sound like what I want in the folder data->dipscript->text, but I can't open them. Is there a certain program or method I need to use? Is it possible to edit these files at all?

Thanks!
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Nahere

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #478 on: April 09, 2020, 07:03:27 am »

On an unrelated note, does anyone know how to edit/add text for merchants, sieges, etc? I found a bunch of files that sound like what I want in the folder data->dipscript->text, but I can't open them. Is there a certain program or method I need to use? Is it possible to edit these files at all?

Thanks!
Here you go:
http://dffd.bay12games.com/file.php?id=4175
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chipathingy

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #479 on: April 11, 2020, 06:26:41 am »

So I got my varkid transformations working... sort of.
In the creature file:
Spoiler (click to show/hide)

It's applied via continuous secretion.

In the interaction file:
Spoiler (click to show/hide)

I'm having a couple of issues. The first step is only meant to have a percentage chance to transform, but in the arena every single one I spawn transforms into a pod immediately. The same thing happens with each step, every single one transforms, the PROB in the first section is not working.

The second is the timing. I've tried to add some delays in between each step but in the arena they immediately transform into varkid pods. The summoned unit immediately transforms into a pod so I have a chain of pods until the final form. I've tried to use the JUST_HATCHED class to add a 1200 tick gap between transformations, but it isn't working. I know I could change the times in the transformation but that won't quite work for what I want.

Any suggestions? I haven't tested it in fort mode yet
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