Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: [FOR MODDERS] Raw values from EXE  (Read 6330 times)

Deon

  • Bay Watcher
  • 💀 💀 💀 💀 💀
    • View Profile
[FOR MODDERS] Raw values from EXE
« on: April 04, 2010, 07:47:23 pm »

Currently breath attacks and other new things are limited so we cannot get information from the raws if we want to make new ones. However they are in EXE so I thought they could be useful for modders.

(0) Interesting tokens
[VIEWRANGE:<dist>]  should determine how close you have to get to a critter before it attacks (or prevents adv mode travel etc.)  Default is 20.

[SKILL_RATES:<% of improvement points you get>:<unused counter rate>:<rust counter rate>:<demotion counter rate>].  Default is [SKILL_RATES:100:8:8:16].   [SLOW_LEARNER] changes the 100 to a 50.  You can't apply it to individual skills right now.  Lower numbers in the last three slots make those processes happen faster, so [SKILL_RATES:100:1:1:1] would make a creature lose skills quickly.  You can feed NONE in the last three if you want.

[PHYS_ATT_RATES:<att token>:<cost to improve>:<unused counter rate>:<rust counter rate>:<demotion counter rate>].  Defaults for are 500:2:3:2, except for RECUPERATION and DISEASE_RESISTANCE that don't have change rates.

[PHYS_ATT_CAP_PERC:<att token>:<cap %>].  Default is 200.  This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).

These have corresponding "MENT_ATT" tokens.

(1) Breath attacks.
Example:
Code: [Select]
[MATERIAL_BREATH_ATTACK:LOCAL_CREATURE_MAT:POD_JUICE:TRAILING_GAS_FLOW]Types of attack:
TRAILING_GAS_FLOW; TRAILING_VAPOR_FLOW; TRAILING_DUST_FLOW
SOLID_GLOB; LIQUID_GLOB
UNDIRECTED_GAS; UNDIRECTED_VAPOR; UNDIRECTED_DUST

(2) Poison syndromes
Code: [Select]
[CE_FEVER:SEV:100:PROB:100:*parameters*:START:50:PEAK:500:END:1500]
Types: CE_FEVER; CE_BLEEDING; CE_COUGH_BLOOD; CE_VOMIT_BLOOD; CE_NAUSEA; CE_UNCOSCIOUSNESS; CE_NECROSIS; CE_IMPAIR_FUNCTION; CE_DROWSINESS; CE_DIZZINESS

Parameters (optional): LOCALIZED; RESISTABLE; SIZE_DELAYS; SIZE_DILUTES; VASCULAR_ONLY; MUSCULAR_ONLY

Ways to conduct syndroms:
SYN_CONTACT; SYN_INHALED; SYN_INJECTED

(3) Trainable creatures
TRAINABLE - default trainable, war or hunting
TRAINABLE_HUNTING - only trainable for hunting
TRAINABLE_WAR - only trainable for war

More to come.
« Last Edit: April 05, 2010, 07:10:04 am by Deon »
Logged
▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Eagle0600

  • Bay Watcher
  • Highly Confused
    • View Profile
Re: [FOR MODDERS] Raw values from EXE
« Reply #1 on: April 04, 2010, 11:34:47 pm »

You put this up on the dorfwiki yet?

edit: I'll do it.
edit2: Done (your) sections (0) and (3), not sure what to do with sections (1) and (2).
« Last Edit: April 04, 2010, 11:44:15 pm by Eagle0600 »
Logged
GENERATION 21:The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.

Deon

  • Bay Watcher
  • 💀 💀 💀 💀 💀
    • View Profile
Re: [FOR MODDERS] Raw values from EXE
« Reply #2 on: April 05, 2010, 01:22:34 am »

Put them under breath attack token and syndrome token in creature tokens?
Logged
▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Doomshifter

  • Bay Watcher
  • Deal with it.
    • View Profile
Re: [FOR MODDERS] Raw values from EXE
« Reply #3 on: April 05, 2010, 01:49:06 am »

These should prove wonderfully useful! Thanks, Deon!
Logged
Add me on PesterChum! My chumhandle is doomedHermit.
Right now Rampages seem to be Godzilla quietly walking into Tokyo, biting the leg off of one reporter... then creeping off again without a sound.

Acanthus117

  • Bay Watcher
  • Angry Writer
    • View Profile
Re: [FOR MODDERS] Raw values from EXE
« Reply #4 on: April 05, 2010, 02:30:04 am »

You people are gods. Thanks a million, Deon, I'm probably gonna need these...
Logged
Is apparently a Lizardman. ಠ_ಠ
YOU DOUBLE PENIS
"The pessimist is either always right or pleasantly surprised; he cherishes that which is good because he knows it cannot last."

Toady One

  • The Great
    • View Profile
    • http://www.bay12games.com
Re: [FOR MODDERS] Raw values from EXE
« Reply #5 on: April 05, 2010, 04:17:07 am »

[VIEWRANGE:<dist>]  should determine how close you have to get to a critter before it attacks (or prevents adv mode travel etc.)  Default is 20.

[SKILL_RATES:<% of improvement points you get>:<unused counter rate>:<rust counter rate>:<demotion counter rate>].  Default is [SKILL_RATES:100:8:8:16].   [SLOW_LEARNER] changes the 100 to a 50.  You can't apply it to individual skills right now.  Lower numbers in the last three slots make those processes happen faster, so [SKILL_RATES:100:1:1:1] would make a creature lose skills quickly.  You can feed NONE in the last three if you want.

[PHYS_ATT_RATES:<att token>:<cost to improve>:<unused counter rate>:<rust counter rate>:<demotion counter rate>].  Defaults for are 500:2:3:2, except for RECUPERATION and DISEASE_RESISTANCE that don't have change rates.

[PHYS_ATT_CAP_PERC:<att token>:<cap %>].  Default is 200.  This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).

These have corresponding "MENT_ATT" tokens.
Logged
The Toad, a Natural Resource:  Preserve yours today!

Acanthus117

  • Bay Watcher
  • Angry Writer
    • View Profile
Re: [FOR MODDERS] Raw values from EXE
« Reply #6 on: April 05, 2010, 04:22:22 am »

Wow, Toady, thanks!  ;D
Logged
Is apparently a Lizardman. ಠ_ಠ
YOU DOUBLE PENIS
"The pessimist is either always right or pleasantly surprised; he cherishes that which is good because he knows it cannot last."

Deon

  • Bay Watcher
  • 💀 💀 💀 💀 💀
    • View Profile
Re: [FOR MODDERS] Raw values from EXE
« Reply #7 on: April 05, 2010, 05:13:12 am »

Thank you very much, now I know how to make my dwarves to train much slower and not become uberstatmachines :P. Great.
Logged
▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Fox the Undead

  • Bay Watcher
  • Frozen Dwarf Gas
    • View Profile
Re: [FOR MODDERS] Raw values from EXE
« Reply #8 on: April 06, 2010, 03:23:33 am »

Is there any other "hidden" tokens?
Logged

Dr. Hieronymous Alloy

  • Bay Watcher
    • View Profile
Re: [FOR MODDERS] Raw values from EXE
« Reply #9 on: July 13, 2010, 07:35:47 am »

[VIEWRANGE:<dist>]  should determine how close you have to get to a critter before it attacks (or prevents adv mode travel etc.)  Default is 20.

[SKILL_RATES:<% of improvement points you get>:<unused counter rate>:<rust counter rate>:<demotion counter rate>].  Default is [SKILL_RATES:100:8:8:16].   [SLOW_LEARNER] changes the 100 to a 50.  You can't apply it to individual skills right now.  Lower numbers in the last three slots make those processes happen faster, so [SKILL_RATES:100:1:1:1] would make a creature lose skills quickly.  You can feed NONE in the last three if you want.

[PHYS_ATT_RATES:<att token>:<cost to improve>:<unused counter rate>:<rust counter rate>:<demotion counter rate>].  Defaults for are 500:2:3:2, except for RECUPERATION and DISEASE_RESISTANCE that don't have change rates.

[PHYS_ATT_CAP_PERC:<att token>:<cap %>].  Default is 200.  This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).

These have corresponding "MENT_ATT" tokens.

Do these actually work though? From the bug tracker it looks like skill gain and attribute gain are generally broken, period, apart from military skills. So will changing these actually do anything right now?
Logged