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Author Topic: [MODDING] General modding questions thread  (Read 170224 times)

DPh Kraken

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Re: [MODDING] General modding questions thread
« Reply #945 on: February 24, 2025, 02:59:01 am »

Primordial remnants are a type of inorganic material with [MYTHICAL_REMNANT], and the powers they give are interactions with [I_SOURCE:ITEM_POWER].

To look at vanilla ones, which are generated, you'll need to extract the raws from your save file. Haven't found anything up-to-date to do that, but that'd be how you do that.
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Virok

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Re: [MODDING] General modding questions thread
« Reply #946 on: February 25, 2025, 01:34:56 pm »

Greetings, I've been trying to get a 'healing' syndrome to work. I found this interaction in the better creature descriptions mod, and decided to make it functional with the golem creatures that it was supposed to interface with.

Code: [Select]
[INTERACTION:REGENERATE_GOLEM]{+  Revision: an interaction to allow elementmen to regenerate during or after combat.}
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_CANNOT_TARGET_IF_ALREADY_AFFECTED]
[IT_MANUAL_INPUT:creature]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[SYN_CONTACT]
[SYN_INHALED]
[SYN_INGESTED]
[SYN_INJECTED]
[CE_REGROW_PARTS:SEV:100:PROB:100:BP:BY_CATEGORY:ALL:ALL:START:0:PEAK:1:END:9000:ABRUPT]
[CE_STOP_BLEEDING:SEV:100:PROB:100:BP:BY_CATEGORY:ALL:ALL:START:0:PEAK:1:END:9000:ABRUPT]
[CE_CLOSE_OPEN_WOUNDS:SEV:100:PROB:100:BP:BY_CATEGORY:ALL:ALL:START:0:PEAK:1:END:9000:ABRUPT]
[CE_HEAL_TISSUES:SEV:100:PROB:100:BP:BY_CATEGORY:ALL:ALL:START:0:PEAK:1:END:9000:ABRUPT]

Code: [Select]
[CAN_DO_INTERACTION:REGENERATE_GOLEM]
[CDI:ADV_NAME:Reformation]
[CDI:VERB:reform:reforms:NA]
[CDI:USAGE_HINT:FLEEING]
[CDI:USAGE_HINT:CLEAN_SELF]
[CDI:USAGE_HINT:DEFEND]
[CDI:TARGET:A:SELF_ONLY]
[CDI:TARGET_RANGE:A:1]
[CDI:MAX_TARGET_NUMBER:A:1]
[CDI:WAIT_PERIOD:10]

DFhack indicates the effect applies in arena, but so far no actual healing is done, regardless of the entity. I've tried multiple changes to the body tokens, duration, etc., but to no avail.

On a side note, I'm not sure if the the SYN_CONTACT, INHALED, INGESTED, INJECTED would even work on an inorganic creature, but it had no effect on the living I tested it on anyways.
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McFeel

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Re: [MODDING] General modding questions thread
« Reply #947 on: February 25, 2025, 02:51:26 pm »

This is the code of a potion that I made that works in 0.47:

Spoiler (click to show/hide)

Hope it helps you.
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Virok

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Re: [MODDING] General modding questions thread
« Reply #948 on: February 25, 2025, 04:49:17 pm »

This is the code of a potion that I made that works in 0.47:

Spoiler (click to show/hide)

Hope it helps you.

Ah, this gave me the idea to raise the severity to a nice and reasonable value of 10000, because I was noticing limbs would regenerate in some instances, but tissue damage would not. It's odd, but it does it's intended purpose. Thanks!
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Eric Blank

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Re: [MODDING] General modding questions thread
« Reply #949 on: February 26, 2025, 01:57:47 am »

To look at vanilla ones, which are generated, you'll need to extract the raws from your save file. Haven't found anything up-to-date to do that, but that'd be how you do that.

I've been extracting them by using uncompressed saves, and opening the world.sav file in note pad++, and searching for relevant strings. And then literally copy-pasting sections from where one entry starts into another document and parsing it manually. Massive pain in the ass if I'm being honest, but works
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0x517A5D

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Re: [MODDING] General modding questions thread
« Reply #950 on: February 27, 2025, 12:15:12 am »

DFHack can easily, almost trivially, dump the raws.

I whipped up this script:

Example output:
Spoiler (click to show/hide)

Is that what you're looking for?
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Eric Blank

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Re: [MODDING] General modding questions thread
« Reply #951 on: February 27, 2025, 08:26:16 am »

You know if you expanded that to cover all the generated content (or not, even) and posted it in its own thread i bet a lot of people would appreciate it.

It would especially make it easy to see what the game is outputting from the lua generator scripts were all going to be writing. Maybe if we had a string we could insert into them (idk if the lua generator lets you add comments to the raws you generate or if youd have to hide it in a description tag or use it as a name) and then extract the ones that have that string

I gotta actually learn how to do lua scripts now...
« Last Edit: February 27, 2025, 08:30:04 am by Eric Blank »
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I make Spellcrafts!
I have no idea where anything is. I have no idea what anything does. This is not merely a madhouse designed by a madman, but a madhouse designed by many madmen, each with an intense hatred for the previous madman's unique flavour of madness.

Nuclearfairy

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Re: [MODDING] General modding questions thread
« Reply #952 on: March 18, 2025, 02:23:00 pm »

How would I do that to look at the raws for statues and figurines? Cause I really wanna look at their description tokens and see how it works.
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aSpatula66

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Re: [MODDING] General modding questions thread
« Reply #953 on: March 18, 2025, 03:02:50 pm »

How would I do that to look at the raws for statues and figurines? Cause I really wanna look at their description tokens and see how it works.

They don't have raws.
« Last Edit: March 18, 2025, 07:02:29 pm by aSpatula66 »
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Nuclearfairy

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Re: [MODDING] General modding questions thread
« Reply #954 on: March 18, 2025, 03:30:42 pm »



They don't have raws.

That sucks, does anyone know how to make an item pull a description from world events like they do?
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DPh Kraken

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Re: [MODDING] General modding questions thread
« Reply #955 on: March 18, 2025, 04:49:34 pm »

You'd be looking not at the raws, but at the item's art/image structures in DFhack's gui/gm-editor.
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Nuclearfairy

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Re: [MODDING] General modding questions thread
« Reply #956 on: March 18, 2025, 06:54:22 pm »

Ok, but how do I got my items to show a description? I haven't been able to figure it out yet. The tokens strings for the creatures don't work, and I haven't been able to find a guide that explains how to do it in 47.5. Maybe it's just not something my game is advanced enough for.
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schwartzhund

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Re: [MODDING] General modding questions thread
« Reply #957 on: March 18, 2025, 09:03:16 pm »

Is there a way to change the speech of diplomats and traders visiting the fortress? (So they don't refer to you as dwarves, for example.)
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Nuclearfairy

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Re: [MODDING] General modding questions thread
« Reply #958 on: March 18, 2025, 09:27:10 pm »

Okay, a few question because I'm seriously frustrated now. Is there a way to get descriptor tokens to work with a toy item. And can I make the item a toy and not have it show up when making other toys. It's a plush, so I want it to only be made out of leather and fabric, and I'd like to use a random set of descriptions for it like you can with animals. But I can't get even a single description working, and while make toy leather plush reaction works, the [IS SOFT] token I tried to give it to prevent it's use in stone, wood and metal toy making was giving me error messages.
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0x517A5D

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Re: [MODDING] General modding questions thread
« Reply #959 on: March 18, 2025, 10:03:47 pm »

Is there a way to get descriptor tokens to work with a toy item.

No, not the way you want.

Quote
And can I make the item a toy and not have it show up when making other toys.

No.

Quote
It's a plush, so I want it to only be made out of leather and fabric,

You can't specify that.

Quote
and I'd like to use a random set of descriptions for it like you can with animals.

You can't do that either.

Quote
But I can't get even a single description working, and while make toy leather plush reaction works, the [IS SOFT] token I tried to give it to prevent it's use in stone, wood and metal toy making was giving me error messages.

[IS SOFT] is not a token.  Neither is [IS_SOFT].  [SOFT] is a token, but it only works on clothing/armor items.

You are seriously overreaching.
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