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Author Topic: CE_BODY_TRANSFORMATION !!Science!!  (Read 36567 times)

monk12

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Re: CE_BODY_TRANSFORMATION !!Science!!
« Reply #75 on: March 12, 2012, 10:05:35 pm »

I'm not sure I follow what you're asking. Are you trying to teach yourself an interaction via interaction? That does work, the new interaction will show up in "acquired abilities" or whatever that tab is called.

Im_Not_Pinkie_Pie

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Re: CE_BODY_TRANSFORMATION !!Science!!
« Reply #76 on: March 12, 2012, 10:09:14 pm »

I must have worded that poorly.

What I'm trying to do is simply have a character be able to activate a natural ability that targets themself and the effect of this ability is a CE_BODY_TRANSFORMATION: () effect allowing them to become a different creature on command.

You know, like a werewolf that doesn't need moon phases.
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Putnam

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Re: CE_BODY_TRANSFORMATION !!Science!!
« Reply #77 on: March 12, 2012, 10:17:32 pm »

CDI:TARGET:A:SELF_ONLY

Im_Not_Pinkie_Pie

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Re: CE_BODY_TRANSFORMATION !!Science!!
« Reply #78 on: March 12, 2012, 10:20:03 pm »

That's where I got stuck. If I only have that and no "TARGET:B:()"  the skill works instantly but with no effect. If I bring back the aforementioned and make it also SELF_ONLY I have to select manually and still nothing happens. Not even an announcement of the usage.

EDIT: Mind you, the errorlog isn't showing any new problems, so the code seems clear if ineffectual.
« Last Edit: March 12, 2012, 10:23:28 pm by Im_Not_Pinkie_Pie »
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monk12

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Re: CE_BODY_TRANSFORMATION !!Science!!
« Reply #79 on: March 12, 2012, 10:25:41 pm »

It's worth noting that I'm rather tired, so it's entirely likely my reading comprehension is off.

Code: [Select]
[INTERACTION:TRANSFORM]
   [I_SOURCE:CREATURE_ACTION]
   [I_TARGET:A:CREATURE]
      [IT_LOCATION:CONTEXT_CREATURE]
      [IT_MANUAL_INPUT:target]
   [I_EFFECT:ADD_SYNDROME]
      [IE_TARGET:A]
      [IE_IMMEDIATE]
      [SYNDROME]
      [CE_BODY_TRANSFORMATION:START:0:END:200]
         [CE:CREATURE:CREATURE:CREATURE_CASTE]

Insert the creature and caste you want to transform into in the appropriate blanks, and on the creature put

Code: [Select]
[CAN_DO_INTERACTION:TRANSFORM]
      [CDI:ADV_NAME:Transform]
      [CDI:TARGET:A:SELF_ONLY]
      [CDI:VERB:get a glint in your eye:gets a glint in its eye:NA]
      [CDI:WAIT_PERIOD:500]

^^lifted from my Pokemon mod, so it should work. If it doesn't, post what you're using.

Im_Not_Pinkie_Pie

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SOLVED!
« Reply #80 on: March 12, 2012, 10:34:22 pm »

Apparently "CONTEXT_CREATURE" has a rather important distinction from "CONTEXT_BP." Your code worked perfectly and I switched that part of the non-working ability and added "[IT_MANUAL_INPUT:target]" back in and my previous code worked just fine.

Thank you.
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Hugo_The_Dwarf

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Re: CE_BODY_TRANSFORMATION !!Science!!
« Reply #81 on: April 25, 2012, 09:52:29 am »

Any further intel on when a creature is considered a PET and when a working member of society ?

I had dwarves transformed into other creatures, always resulting in TAME PETS
I had dwarves transformed into other dwarf castes, resulting in perfectly normal Dwarves
I had PETS transformed into dwarfs, resulting in TAME dwarves, that otherwise work as usual (skills, labors, equipment) They do have no name though.
Just quote-ing this so I can add more info on Meph's !!SCIENCE!! as I did a more intensive research into on his behalf.

If you have a animal/pet that has a caste that LACKS [PET] and comes with [INTELLIGENT] then convert that caste into a DWARF (or MAIN-RACE) you get a working dwarf, but cannot join the army until:
Makes a Masterpiece Item
Makes a Artifact through a Mood (same as Masterpiece Item)
Kills a Notable Creature (named creature/ goblin) *** This I never tested

but I assume when a creature does something to become "Historical" it becomes "almost" a full citizen (no noble positions no matter what)

P.S.
sorry if this has nothing to really do with BODY_TRANSFORMATION !!SCIENCE!! but it does with "creating" a workforce / conscription army without using your "real" dwarves
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Kobold Troubadour

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Re: CE_BODY_TRANSFORMATION !!Science!!
« Reply #82 on: April 26, 2012, 09:28:06 pm »

It's worth noting that I'm rather tired, so it's entirely likely my reading comprehension is off.

Code: [Select]
[INTERACTION:TRANSFORM]
   [I_SOURCE:CREATURE_ACTION]
   [I_TARGET:A:CREATURE]
      [IT_LOCATION:CONTEXT_CREATURE]
      [IT_MANUAL_INPUT:target]
   [I_EFFECT:ADD_SYNDROME]
      [IE_TARGET:A]
      [IE_IMMEDIATE]
      [SYNDROME]
      [CE_BODY_TRANSFORMATION:START:0:END:200]
         [CE:CREATURE:CREATURE:CREATURE_CASTE]

Insert the creature and caste you want to transform into in the appropriate blanks, and on the creature put

Code: [Select]
[CAN_DO_INTERACTION:TRANSFORM]
      [CDI:ADV_NAME:Transform]
      [CDI:TARGET:A:SELF_ONLY]
      [CDI:VERB:get a glint in your eye:gets a glint in its eye:NA]
      [CDI:WAIT_PERIOD:500]
Nice thread, got me interested in modding stuff again.

Tried it buy getting errors like:

*** Error(s) finalizing the creature HUMAN
Interaction Token not recognized : TRANSFORM
Interaction Token not recognized : TRANSFORM

Can I get some step by step instructions? Been so long & I'm rather rusty right now...still confused by a few stuffs and I'm constantly misplacing and missing stuff.

Oh, random question: Is it possible to mod in things like "Spell Scrolls" that can teach the user new skills like fireball throwing, ice breath and such...maybe even make the Deities "curse" or slabs be unique magics beside necromancy. I know that some custom material templates would be needed and such but......gaaah...so rusty, so sleepy. Can't think straight.
« Last Edit: April 26, 2012, 09:31:09 pm by Kobold Troubadour »
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Putnam

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Re: CE_BODY_TRANSFORMATION !!Science!!
« Reply #83 on: April 26, 2012, 10:06:06 pm »

You need to rename every instance of TRANSFORM for what you want it to be.

RadHazard

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Re: CE_BODY_TRANSFORMATION !!Science!!
« Reply #84 on: April 27, 2012, 06:32:15 pm »

Here's some instructions on how to get a basic transformation interaction up and running.

First, create a text file inside the raw/objects folder, and call it interaction_customtransformation.txt.  Stick this in there:
Code: [Select]
interaction_customtransformation

[OBJECT:INTERACTION]

[INTERACTION:CUSTOM_TRANSFORMATION]
   [I_SOURCE:CREATURE_ACTION]
   [I_TARGET:A:CREATURE]
      [IT_LOCATION:CONTEXT_CREATURE]
      [IT_MANUAL_INPUT:target]
   [I_EFFECT:ADD_SYNDROME]
      [IE_TARGET:A]
      [IE_IMMEDIATE]
      [SYNDROME]
      [CE_BODY_TRANSFORMATION:START:0:END:200]
         [CE:CREATURE:CAT:MALE] // You can change this to any creature you want, assuming you don't want to be a cat :P.  Format is CE:CREATURE:<creature>:<caste>

Then, copy and paste this anywhere within the raws of the creature(s) that you want to be able to transform:
Code: [Select]
[CAN_DO_INTERACTION:CUSTOM_TRANSFORMATION]
      [CDI:ADV_NAME:Transform]
      [CDI:TARGET:A:SELF_ONLY]
      [CDI:VERB:get a glint in your eye:gets a glint in its eye:NA]
      [CDI:WAIT_PERIOD:500]


As for "spell scrolls", the closest thing would be Secrets, which work like Necromancy.  Secrets will always appear on a slab or in a book, although I don't think it's possible to control.  You can take a look at the example necromancy secret, located in the raws/interaction examples folder in DF.  The folks over at the 0.34 Modding Thread should be able to help you out more with modding them in.
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To make magma-proof, set melting/boiling temperature higher than 12000. To make magma proof, set magma to be brewable.

Custom transformations got you down?
Here, have some ‼Science‼

Kobold Troubadour

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Re: CE_BODY_TRANSFORMATION !!Science!!
« Reply #85 on: April 27, 2012, 06:45:47 pm »

Thanks for the tips guys. I did eventually figure out what I as doing wrong...one of them being that my interaction text file was still in the "interaction examples" folder. *facepalm*

Yeah, one should really need some good sleep before modding stuff that changes the rules of the worlds.

I see that you can also modify physical attributes, appearances , speed, etc. through syndromes...Interesting. I guess "Buff/Debuff Spells" are also possible now....there's tinkering to be done!
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Putnam

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Re: CE_BODY_TRANSFORMATION !!Science!!
« Reply #86 on: April 27, 2012, 07:29:55 pm »

Yeah, I've already done Super Saiyans for a Dragon Ball mod

IndigoFenix

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Re: CE_BODY_TRANSFORMATION !!Science!!
« Reply #87 on: May 07, 2012, 05:25:23 pm »

Found an issue, probably a bug.

When you transform a creature with standard materials into one with non-standard materials, it works fine while alive, but if you butcher it you get all kinds of weird stuff in its carcass.  I made an untamable, genderless plant creature made of highly valuable, unique materials that reproduces by spreading its spores in the drinking water, causing whoever drinks it to turn into one of them, the purpose being to make it possible to create a challenging but profitable sacrifice-and-infection-based 'farm'.  Problem is, when I actually butchered the transformed creatures, there would be things like dwarf skin instead of vines, edible dwarf soap in place of eyes, and chopped frozen dwarf blood (!) instead of its heart.

I did some experimenting and found that the butcher materials seem to be based not on what materials are actually part of the creature, but by their position in a list that is defined by the original creature's materials.  So if I turn a dwarf (whose first defined material is 'skin') into a plant monster (whose first defined material is 'vines') all of the vines will be turned into skin when you butcher it.

I don't suppose anyone knows a way of getting around this?

RadHazard

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Re: CE_BODY_TRANSFORMATION !!Science!!
« Reply #88 on: May 07, 2012, 07:28:27 pm »

Hmm, that would explain why I got Dwarf Meat[99] from that dwarf-turned-dragon I butchered.  Funny how butchering sentients is frowned upon, but as soon as the turn into a dragon they're fair game.  I'll go ahead and add that to the first post.
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To make magma-proof, set melting/boiling temperature higher than 12000. To make magma proof, set magma to be brewable.

Custom transformations got you down?
Here, have some ‼Science‼

TheEngine

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Re: CE_BODY_TRANSFORMATION !!Science!!
« Reply #89 on: March 02, 2014, 03:18:27 pm »

I'm getting this in the error log when i try to add this
Code: [Select]
[CAN_DO_INTERACTION:CUSTOM_TRANSFORMATION]
[CDI:ADV_NAME:Transform]
     [CDI:TARGET:A:SELF_ONLY]
     [CDI:VERB:get a glint in your eye:gets a glint in its eye:NA]
     [CDI:WAIT_PERIOD:500]
in, can anyone help?

*** Error(s) found in the file "data/save/region3/raw/objects/creature_standard.txt"
CDI token precedes any CAN_DO_INTERACTION tag: CDI
CDI token precedes any CAN_DO_INTERACTION tag: CDI
CDI token precedes any CAN_DO_INTERACTION tag: CDI
CDI token precedes any CAN_DO_INTERACTION tag: CDI
*** Error(s) finalizing the creature HUMAN
Interaction Token not recognized : CUSTOM_TRANSFORMATION
Interaction Token not recognized : CUSTOM_TRANSFORMATION

I already have the interaction_customtransformation.txt thing but i just don't know why im getting this error
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