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Author Topic: How do I mod in interactions?  (Read 4649 times)

skywerewolf

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How do I mod in interactions?
« on: February 16, 2012, 05:02:03 pm »

I've picked up a few and tried, but i can't work it. What is the proper format for making and implementing interaction?

The one I have picked up is         [CAN_DO_INTERACTION:UDVRES]
   [CDI:ADV_NAME:True Resurrection]
   [CDI:TARGET:A:LINE_OF_SIGHT]
   [CDI:TARGET_RANGE:A:10]
   [CDI:TARGET:B:SELF_ONLY]
   [CDI:VERB:gesture:gestures:NA]
   [CDI:TARGET_VERB:are infused with life:is infused with life]
   [CDI:WAIT_PERIOD:100]


[INTERACTION:UDVRES]
   [I_TARGET:A:CORPSE]
      [IT_LOCATION:CONTEXT_ITEM]
      [IT_AFFECTED_CLASS:GENERAL_POISON]
      [IT_REQUIRES:FIT_FOR_RESURRECTION]
      [IT_FORBIDDEN:NOT_LIVING]
      [IT_MANUAL_INPUT:corpses]
   [I_EFFECT:RESURRECT]
      [IE_TARGET:A]
      [IE_IMMEDIATE]
   [I_TARGET:B:CREATURE]
      [IT_LOCATION:CONTEXT_CREATURE]
      [IT_AFFECTED_CLASS:GENERAL_POISON]
      [IT_FORBIDDEN:NOT_LIVING]
   [I_EFFECT:ADD_SYNDROME]
      [IE_TARGET:B]
      [IE_IMMEDIATE]
      [SYNDROME]
         [CE_CAN_DO_INTERACTION:START:0:END:1]
            [CDI:ADV_NAME:Full Heal]
            [CDI:INTERACTION:UDVHEAL]
            [CDI:TARGET:A:LINE_OF_SIGHT]
            [CDI:TARGET_RANGE:A:10]
            [CDI:VERB:chant and gesture vaguely:chants and gestures vaguely:NA]
            [CDI:TARGET_VERB:are reborn:is reborn]
            [CDI:WAIT_PERIOD:100]


[INTERACTION:UDVHEAL]
   [I_TARGET:A:CREATURE]
      [IT_LOCATION:CONTEXT_CREATURE]
      [IT_AFFECTED_CLASS:GENERAL_POISON]
      [IT_FORBIDDEN:NOT_LIVING]
   [I_EFFECT:ADD_SYNDROME]
      [IE_TARGET:A]
      [IE_IMMEDIATE]
      [SYNDROME]
      [IT_MANUAL_INPUT:hurting soul]
      [CE_BODY_TRANSFORMATION:START:0:END:1]
         [CE:CREATURE:BIRD_CROW:MALE]
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ArKFallen

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Re: How do I mod in interactions?
« Reply #1 on: February 16, 2012, 06:39:44 pm »

Here's some annotations for the interactions. I warn you they are heavily annotated.
Spoiler: Part 1 (click to show/hide)
Spoiler: Part 2 (click to show/hide)
Spoiler: Others (click to show/hide)
As for format:
Spoiler: Format (click to show/hide)
Interactions can also have several targets and several effects who can choose any of the targets (IE 2 targets, 8 Effects)
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Dr. Melon

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Re: How do I mod in interactions?
« Reply #2 on: February 16, 2012, 06:46:45 pm »

" [IE_IMMEDIATE]---No clue but I think it is required "
I believe this tag tells the interaction to take effect immediately - otherwise we can assume that the resurrection would take place over a long period of time.

"[CE:PERIODIC:MOON_PHASE:27:0]---No clue "
And this tag tells the game that the transformation must happen in a period of time: in this case, it's every full moon - just what you'd expect from a werewolf.
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Gizogin

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Re: How do I mod in interactions?
« Reply #3 on: February 16, 2012, 08:03:09 pm »

Okay, I posted this in the .34.01 modding questions thread, but it seems more appropriate here.
I want to make both a spray of freezing gas/liquid and the ability to shoot ice spikes, but I still don't really get how interactions work.  Could someone either a) put up abilities that would do these or b) explain in great detail what I would need to do to make them?  I know that I'd probably have to make my own new materials, especially for the spray.  If it had a boiling point well below freezing, then shooting it as a liquid would make it really cold, and as a solid even colder.
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Powder Miner

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Re: How do I mod in interactions?
« Reply #4 on: February 16, 2012, 08:20:21 pm »

...[CDI:FLOW]. How does it work? I must know for my toadbreath unverminified toads!
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skywerewolf

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Re: How do I mod in interactions?
« Reply #5 on: February 16, 2012, 09:00:10 pm »

Ok, my problem is I can't put them in so that they work in game. How do I do that?
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ArKFallen

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Re: How do I mod in interactions?
« Reply #6 on: February 16, 2012, 09:15:20 pm »

Ok, my problem is I can't put them in so that they work in game. How do I do that?
Put a text file named "interaction_X" in the objects folder and put this at the file's beginning:
Code: [Select]
interaction_X
[OBJECT:INTERACTION]
For more reactions there is an "interaction examples folder" in the raw folder.


Okay, I posted this in the .34.01 modding questions thread, but it seems more appropriate here.
I want to make both a spray of freezing gas/liquid and the ability to shoot ice spikes, but I still don't really get how interactions work.  Could someone either a) put up abilities that would do these or b) explain in great detail what I would need to do to make them?  I know that I'd probably have to make my own new materials, especially for the spray.  If it had a boiling point well below freezing, then shooting it as a liquid would make it really cold, and as a solid even colder.
Freezing Spray: I've made a freezing wind that launches people. You just need a material
Spoiler (click to show/hide)
If you don't want it to launch people change TRAILING_DUST_FLOW to TRAILING_VAPOR_FLOW or TRAILING_GAS_FLOW. Vapor is more often inhaled and clings to the body. It'll accept any of the Breath Attack Types, though I haven't tried undirected stuff.
Ice Spikes: If this is possible I can't help you.
« Last Edit: February 16, 2012, 09:22:48 pm by ArKFallen »
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Gizogin

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Re: How do I mod in interactions?
« Reply #7 on: February 16, 2012, 10:28:17 pm »

Well, it almost works.  I can get a cloud of freezing spray that's really cold, but it doesn't seem to be harmful at all.  If I use TRAILING_VAPOR_FLOW, the range is really limited, and if I use TRAILING_DUST_FLOW, it flings me around all over the place.
I think I'll make it so that the material has a syndrome that causes symptoms like those of frostbite.  How do I make it so that a specific caste of a specific creature is immune to a material syndrome?

EDIT: nevermind, figured it out
« Last Edit: February 16, 2012, 10:33:22 pm by Gizogin »
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Gizogin

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Re: How do I mod in interactions?
« Reply #8 on: February 16, 2012, 10:45:08 pm »

I think I'll call this a success:


It's a bit close range, but it's devastating to anything it hits.
Sorry for double post.
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One FB post. Many dick jokes. Pokemon. !!VOLCANO!!. Dwarven mood thingee. Derailment itself. Girlinhat's hat. Cuba. Karl Marx. This is why i love Bay12 forums.
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skywerewolf

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Re: How do I mod in interactions?
« Reply #9 on: February 16, 2012, 10:47:00 pm »

give me your formula for that
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Gizogin

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Re: How do I mod in interactions?
« Reply #10 on: February 16, 2012, 10:53:28 pm »

Spoiler: the material (click to show/hide)
Spoiler: the interaction (click to show/hide)

A word of caution: as it is now, this will create a cloud of slightly-directed freezing spray around you, which will give you and anything covered in the liquid spray full-body frostbite (actual frostbite, not just the syndrome).  Does anyone know how to make a creature immune to frostbite?
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Powder Miner

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Re: How do I mod in interactions?
« Reply #11 on: February 16, 2012, 11:20:47 pm »

I got my toads to shoot 15 rocks out at once, dragonbreath range. It can be devastating, shredding people when it flies, problem being it doesn't hit prone things. However it shreds them and sometimes just one-shots them. Masses of toads firing is awesome to see, just loose rocks everywhere and practical walls of stone flying everywhere.
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Gizogin

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Re: How do I mod in interactions?
« Reply #12 on: February 16, 2012, 11:44:09 pm »

I got my toads to shoot 15 rocks out at once, dragonbreath range. It can be devastating, shredding people when it flies, problem being it doesn't hit prone things. However it shreds them and sometimes just one-shots them. Masses of toads firing is awesome to see, just loose rocks everywhere and practical walls of stone flying everywhere.

RAWS NAOW
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Quote from: franti
"Let's expose our military to zombie-dust so they can't feel pain. They don't NEED skin."
Quote from: Ipwnurmom221
One FB post. Many dick jokes. Pokemon. !!VOLCANO!!. Dwarven mood thingee. Derailment itself. Girlinhat's hat. Cuba. Karl Marx. This is why i love Bay12 forums.
The rest of my sig.
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G-Flex

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Re: How do I mod in interactions?
« Reply #13 on: February 16, 2012, 11:48:23 pm »

A word of caution: as it is now, this will create a cloud of slightly-directed freezing spray around you, which will give you and anything covered in the liquid spray full-body frostbite (actual frostbite, not just the syndrome).  Does anyone know how to make a creature immune to frostbite?

Do something like the reverse of what dragons have:

Code: [Select]
[SELECT_MATERIAL:ALL]
[COLDDAM_POINT:NONE]

You may have to slap "[SELECT_CASTE:ALL]" above it.


EDIT: Oh, you meant the actual syndrome.

You need something similar to this in the syndrome: [SYN_IMMUNE_CREATURE:SPIDER_CAVE:ALL] but with the actual creature name where it says SPIDER_CAVE.

CE_NUMBNESS might be a fun, if not very useful, effect to add to the syndrome.
« Last Edit: February 16, 2012, 11:51:17 pm by G-Flex »
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Gizogin

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Re: How do I mod in interactions?
« Reply #14 on: February 16, 2012, 11:53:48 pm »

No, I did mean actual frostbite.  It doesn't help that the syndrome has the same name.  I'll try the colddam:none thing.

EDIT: Nope, still freezing to death.
Spoiler: the creature (click to show/hide)
Spoiler: the material (click to show/hide)

FAKEEDIT: Actually, I literally just figured it out.  I had COLDDAM_POINT_NONE instead of COLDDAM_POINT:NONE.  Now I feel silly again.
« Last Edit: February 16, 2012, 11:58:02 pm by Gizogin »
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Quote from: franti
"Let's expose our military to zombie-dust so they can't feel pain. They don't NEED skin."
Quote from: Ipwnurmom221
One FB post. Many dick jokes. Pokemon. !!VOLCANO!!. Dwarven mood thingee. Derailment itself. Girlinhat's hat. Cuba. Karl Marx. This is why i love Bay12 forums.
The rest of my sig.
Fear the fluffballs
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