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Author Topic: [MODDING] INTERACTION & SYNDROME QUESTIONS THREAD  (Read 59829 times)

GuardianTempest

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Re: [MODDING] INTERACTION & SYNDROME QUESTIONS THREAD
« Reply #30 on: September 09, 2012, 09:18:28 am »

Trying to make a mystical wood that allows the wielder to shoot flames, can't work.

Code: [Select]
[INORGANIC:DRAGONWOOD]
[STATE_COLOR:ALL_SOLID:BROWN]
[STATE_NAME:ALL_SOLID:dragonwood]
[STATE_ADJ:ALL_SOLID:dragonwood]
---
[ITEMS_WEAPON]
[ITEMS_WEAPON_RANGED]
[WOOD]
[SYNDROME]
[SYN_NAME:dragonwood magic]
[SYN_AFFECTED_CLASS:GENERAL_POISON] Also tried SYN_AFFECTED_CREATURE:HUMAN:ALL, didn't work.
[SYN_CONTACT]
[CE_CAN_DO_INTERACTION]
[CDI:INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:Activate Dragonwood shot]
[CDI:USAGE_HINT:ATTACK]
[CDI:FLOW:DRAGONFIRE]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:15]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:10]

EDIT: Oh darn, pardon the necro.
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Deon

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Re: [MODDING] INTERACTION & SYNDROME QUESTIONS THREAD
« Reply #31 on: September 09, 2012, 10:36:27 am »

Syndromes don't work like that. For a contact syndrome to work, the material should be liquid and it should stick to a skin. It's easier to make boiling stuff which is inhaled or food which is injested.

Basically you cannot make a syndrome to be transferred via touch of a solid object. Which is a shame, I must say.
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Igfig

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Re: [MODDING] INTERACTION & SYNDROME QUESTIONS THREAD
« Reply #32 on: September 09, 2012, 01:23:07 pm »

What you could do, though, is create a reaction that takes a piece of the wood (as a preserved reagent) and produces a liquid glob of magical goop that grants you the interaction for a few ticks and then evaporates.

GuardianTempest

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Re: [MODDING] INTERACTION & SYNDROME QUESTIONS THREAD
« Reply #33 on: September 09, 2012, 07:59:44 pm »

Can you post an example? I couldn't get mine right.
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Roses

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Re: [MODDING] INTERACTION & SYNDROME QUESTIONS THREAD
« Reply #34 on: September 10, 2012, 04:10:31 pm »

Using an interaction is it possible to create an item? I know it can't be done directly, but is it possible to say, transform your self into something that looses an arm, then resurrect the arm, then change it into a creature that dies immediately and has an item corpse?

Yes I know this is way more complicated than it needs to be since you can just make a reaction to make the item directly, but this way you could set what the quality of the item is.
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Putnam

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Re: [MODDING] INTERACTION & SYNDROME QUESTIONS THREAD
« Reply #35 on: September 10, 2012, 04:52:11 pm »

Yes, it is. I did a proof of concept a little while ago. Basically, make a liquid spatter material emission and make the material have a fixed temp lower than its melting and boiliing points. You can then use that material as a reagent in a reaction if you pick it up. Make sure the ITEM for the reagent is NONE:NONE, though.

Roses

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Re: [MODDING] INTERACTION & SYNDROME QUESTIONS THREAD
« Reply #36 on: September 10, 2012, 07:14:27 pm »

But if I recall correctly your's was only valid in adventure mode, no?

Second questions: Is there a linear growth between start and peak for syndromes? And after the peak does it remain at that level until the end, or does it decrease again?
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Putnam

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Re: [MODDING] INTERACTION & SYNDROME QUESTIONS THREAD
« Reply #37 on: September 10, 2012, 07:16:44 pm »

But if I recall correctly your's was only valid in adventure mode, no?

Second questions: Is there a linear growth between start and peak for syndromes? And after the peak does it remain at that level until the end, or does it decrease again?

1. Yes, unfortunately.

2. I'm not even sure what peak means :P

i2amroy

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Re: [MODDING] INTERACTION & SYNDROME QUESTIONS THREAD
« Reply #38 on: September 10, 2012, 08:08:20 pm »

Second questions: Is there a linear growth between start and peak for syndromes? And after the peak does it remain at that level until the end, or does it decrease again?
Start to peak is linear and peak to end is level.
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Roses

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Re: [MODDING] INTERACTION & SYNDROME QUESTIONS THREAD
« Reply #39 on: September 11, 2012, 02:06:52 pm »

Thanks!

One more question. Is there a way to distinguish between using an interaction on a friendly target versus an enemy?

For instance if I have a slow spell I only want it to be cast on enemies and if I have a haste spell I only want it caste on allies.
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Putnam

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Re: [MODDING] INTERACTION & SYNDROME QUESTIONS THREAD
« Reply #40 on: September 11, 2012, 04:56:43 pm »

For enemies, there's the ATTACK USAGE_HINT. For friends... yeah, hoops as fuck.

Roses

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Re: [MODDING] INTERACTION & SYNDROME QUESTIONS THREAD
« Reply #41 on: September 11, 2012, 05:25:31 pm »

Fiddlesticks. That kind of screws up my whole magic system. I guess buffs will have to be self only for now.
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Putnam

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Re: [MODDING] INTERACTION & SYNDROME QUESTIONS THREAD
« Reply #42 on: September 11, 2012, 05:32:52 pm »

The only reasons I didn't explain were because 1. I was on a phone at the time and 2. narhiril knows it better.

Roses

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Re: [MODDING] INTERACTION & SYNDROME QUESTIONS THREAD
« Reply #43 on: September 11, 2012, 09:10:11 pm »

I know I can make it only target friendlies through classes, but that will only work in specific cases and I would have to use a different interaction for each race that I want to use the spell.
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Roses

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Re: [MODDING] INTERACTION & SYNDROME QUESTIONS THREAD
« Reply #44 on: September 12, 2012, 01:59:13 pm »

I suppose I could make it target friendlies by bouncing the reaction off of enemies.

Dwarf 1 has the spell give haste
Dwarf 1 uses spell give haste on goblin 1
Goblin 1 then castes haste on Dwarf 2
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