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Author Topic: [MODDING] 0.34. QUESTIONS THREAD  (Read 1002083 times)

Lycaeon

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3345 on: December 09, 2012, 11:52:58 pm »

What do you mean by a boomerang interaction?
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3346 on: December 09, 2012, 11:57:25 pm »

An add syndrome interaction, where the syndrome has two effects, at least one of which is an interaction that is intended to be used on the progenitor of the interaction.

i2amroy

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3347 on: December 10, 2012, 12:02:14 am »

Care to elaborate on what exactly you are trying to do? I have a few ideas for workarounds that might work (hehe), but it's difficult unless I know more about what you are trying to ricochet back and forth (and exactly how the syndromes are involved).
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WillowLuman

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3348 on: December 10, 2012, 12:03:51 am »

This have something to do with SCP-173?
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Lycaeon

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3349 on: December 10, 2012, 12:04:14 am »

I'm not sure if this is what you want, but here goes...

Code: [Select]

Source - Can be in creature or added by syndrome.

[CAN_DO_INTERACTION:PLACEHOLDER]
[CDI:ADV_NAME:Placeholder]
[CDI:USAGE_HINT:ATTACK]
[CDI:TARGET:A:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:A:10]
[CDI:MAX_TARGET_NUMBER:A:1]
[CDI:WAIT_PERIOD:1200]

Interaction

[INTERACTION:PLACEHOLDER]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_AFFECTED_CLASS:GENERAL_POISON]
[IT_MANUAL_INPUT:opponent]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
                [CE_CAN_DO_INTERACTION:START:0:END:300]
[CDI:INTERACTION:PLACEHOLDER2]
[CDI:ADV_NAME:Placeholder 2]
[CDI:TARGET:A:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:A:10]
[CDI:MAX_TARGET_NUMBER:A:1]
[CDI:WAIT_PERIOD:2700]
[CDI:FREE_ACTION]



And have the second interaction automatically target your thief.
« Last Edit: December 10, 2012, 12:16:03 am by Lycaeon »
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“I want to calm the storm, but the war is in your eyes.
How can I shield you from the horror and the lies?
When all that once held meaning is shattered, ruined, bleeding
And the whispers in the darkness tell me we won’t survive?”

Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3350 on: December 10, 2012, 12:04:50 am »

Ah, of course, sorry.

An interaction that a Thief of Breath uses on his/her opponent, who can't breath for a short time; during that time, the victim adds a temporary NOBREATHE to the Thief. There are 11 more of these, so it's kind of important :P

The problem is that this has to be an attack, so I can't have the thief add the syndrome to herself; similarly, he can't have a (usable for this situation) class applied to her without him being transformed.

Lycaeon

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3351 on: December 10, 2012, 12:15:47 am »

If your thief is not a member of a player-controlled civilization and is hostile, you can give it the self-targeting interaction without the need for it to be an attack, as it will attack the first thing it sees, and give it the interaction at the same time.

I've edited the suggested interaction above for an attack though.
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“I want to calm the storm, but the war is in your eyes.
How can I shield you from the horror and the lies?
When all that once held meaning is shattered, ruined, bleeding
And the whispers in the darkness tell me we won’t survive?”

Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3352 on: December 10, 2012, 12:19:14 am »

The problem is this: the Thief is not a creature. The Thief is a result of an interaction. You have a human. The human is given an interaction that gives the human a choice (will be random for the AI) of ~5-11 "roles" to become. Upon choosing Thief of Breath, he/she will eventually get an interaction that allows him/her to "steal breath". My problem is that I can't get the "steal breath" thing to work (theoretically, no testing done yet).

These people will be almost exclusively playable.

Lycaeon

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3353 on: December 10, 2012, 12:23:30 am »

Ah, I see. You need to have the thief interaction give the human a non-essential tag like NO_PHYS_ATT_RUST or STERILE, then have the interaction it gives the opponent (along with the syndrome, presumably a lung paralysis attack) target humans and have [IT_REQUIRES:NO_PHYS_ATT_RUST], giving the thief NOBREATHE. The only caveat is that there are only a couple of these neutral tags, so you'll run out eventually.
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“I want to calm the storm, but the war is in your eyes.
How can I shield you from the horror and the lies?
When all that once held meaning is shattered, ruined, bleeding
And the whispers in the darkness tell me we won’t survive?”

Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3354 on: December 10, 2012, 12:33:59 am »

STERILE is already being used; also problematic is the fact that there are only so many of those tokens and no less than 12 different thief types.

i2amroy

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3355 on: December 10, 2012, 12:35:27 am »

Ok. I think I have an idea that might work.
1)Have the secret that enables the "thief of breath" interaction also place a permanent but harmless syndrome on the thief with the "THIEF_OF_BREATH" syndrome class.
2)Have the "steal breath" interaction unlock interaction A at [START:0] on the creature you are stealing from. Interaction A is a free action spammable ability that can target anything within (range of "steal breath") tiles that does not have the "THIEF_OF_BREATH" syndrome class. This places a short lasting but harmless syndrome with the "NOT_THIEF_OF_BREATH" syndrome class.
3)The "steal breath" interaction now unlocks interaction B at [START:10] (or some other suitably low number). Interaction B adds the [NOBREATHE] token and can target anyone that doesn't have the "NOT_THIEF_OF_BREATH" syndrome class.

So you have four secrets/interactions:
0)"Make Thief" - enables the "Steal Breath" interaction. Adds a permanent harmless syndrome with syn class THIEF_OF_BREATH.
1)"Steal Breath" - enables interaction A on the target at 0 and then enables interaction B on the target at 10.
2)Interaction A - targets anything without the syn class THIEF_OF_BREATH and adds a short-lived harmless syndrome with syn class NOT_THIEF_OF_BREATH, is spammed by the AI and should hit everything within the area.
3)Interaction B - targets anything without the syn class NOT_THIEF_OF_BREATH and adds the [NOBREATHE] token.

The only time that this should get weird is if you have multiple thieves of breath nearby, where all of them will no longer need to breathe when any of them uses the "steal breath" interaction.
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Quote from: PTTG
It would be brutally difficult and probably won't work. In other words, it's absolutely dwarven!
Cataclysm: Dark Days Ahead - A fun zombie survival rougelike that I'm dev-ing for.

Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3356 on: December 10, 2012, 12:45:58 am »

That sounds like it'll work. Thanks!

Now, to file that one away under "another modding trick".

I think it would be easier to make A permanent, but only usable after about 1000 frames so that all of the creatures who will be getting these interactions can get settled down into their respective class/aspect combos. Also, it'll be on the thief herself, rather than on the ones being stolen from.
« Last Edit: December 10, 2012, 01:00:18 am by Putnam »
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i2amroy

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3357 on: December 10, 2012, 12:50:52 am »

That sounds like it'll work. Thanks!
Welcome! It's always fun to come up with workarounds (though most of them are complicated enough that people just change their ideas :'().
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Quote from: PTTG
It would be brutally difficult and probably won't work. In other words, it's absolutely dwarven!
Cataclysm: Dark Days Ahead - A fun zombie survival rougelike that I'm dev-ing for.

Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3358 on: December 10, 2012, 12:52:15 am »

Not me, hehehe. Workarounds are the butter on my interaction bread.

WillowLuman

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3359 on: December 10, 2012, 01:44:53 am »

Speaking of overly circuitous workarounds, I haven't been developing my superhero mod for a while due to one seemingly insoluble bug: the flamey material for flamey weapons and armor, but no way to stop the non-fireproof supers from using it and killing themselves.
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Darkest Garden - Illustrated game. - What mysteries lie in the abandoned dark?
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