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Author Topic: Help me understand what I can do with new 47.xx effects, in the below context.  (Read 2216 times)

Walkaboutout

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So, below is an example of my modded sunberries. I wanted them to have a small effect on them (in this case healing), and on their Sunshine alchohol. It never seemed to work right, because the statistic multipliers generated some very weird attribute numbers according to Dwarf Therapist (sometimes super high stat numbers, other times huge negative numbers).

With the new interaction effects that have been made possible in 47.xx, such as the healing blessing example and other such stuff, what do you think I could do with these sunberries now? I don't want to do something entirely over the top, but I'd like to perhaps generate a happy thought, or a minor increase to healing, or something similar to what I tried to do below. Anyone have ideas? I'm just not conversant enough with the raws/tokens to completely understand how flexible it was prior to 47.xx, and what new possibilities exist now.

I would love a small brainstorming session from those who are already familiar with the new possibilities. Any thoughts, ideas, or information are very much appreciated.

Code: [Select]
[PLANT:BERRY_SUN]
[NAME:sun berry][NAME_PLURAL:sun berries][ADJ:sun berry]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[MATERIAL_VALUE:4]
[EDIBLE_VERMIN]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[SYNDROME]
[SYN_NAME:Sun Berry Effect]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_INGESTED]
[SYN_NO_HOSPITAL]
[CE_PHYS_ATT_CHANGE:RECUPERATION:125:0:START:10:END:8400]
[CE_PHYS_ATT_CHANGE:DISEASE_RESISTANCE:125:0:START:10:END:8400]
[MATERIAL_REACTION_PRODUCT:DRINK_MAT:LOCAL_PLANT_MAT:DRINK]
[MATERIAL_REACTION_PRODUCT:SEED_MAT:LOCAL_PLANT_MAT:SEED]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[PICKED_TILE:161][PICKED_COLOR:6:14:0]
[WET][GOOD]
[BIOME:NOT_FREEZING]
[VALUE:4]
[USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:frozen Sunshine]
[STATE_NAME_ADJ:LIQUID:Sunshine]
[STATE_NAME_ADJ:GAS:boiling Sunshine]
[MATERIAL_VALUE:8]
[DISPLAY_COLOR:14:0:0]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[PREFIX:NONE]
[SYNDROME]
[SYN_NAME:Sunshine Effect]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_INGESTED]
[SYN_NO_HOSPITAL]
[CE_PHYS_ATT_CHANGE:RECUPERATION:150:0:START:10:END:8400]
[CE_PHYS_ATT_CHANGE:DISEASE_RESISTANCE:150:0:START:10:END:16800]
[CE_MENT_ATT_CHANGE:WILLPOWER:125:0:START:10:END:8400]
[DRINK:LOCAL_PLANT_MAT:DRINK]
[SPRING][SUMMER][AUTUMN][WINTER]
[FREQUENCY:100]
[CLUSTERSIZE:5]
[PREFSTRING:inner light]
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
[MATERIAL_VALUE:3]
[EDIBLE_VERMIN]
[EDIBLE_COOKED]
[SEED:sun berry seed:sun berry seeds:14:0:0:LOCAL_PLANT_MAT:SEED]
[SHRUB_TILE:6]
[DEAD_SHRUB_TILE:148]
[SHRUB_COLOR:15:14:0]
[DEAD_SHRUB_COLOR:7:7:0]
« Last Edit: February 15, 2020, 08:51:10 pm by Walkaboutout »
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IndigoFenix

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The way you have it set up should work.  I don't know what's wrong with Dwarf Therapist but the syndromes are set up fine.

Sadly the new healing effects can only be applied through interactions, not foods.  You can make a food that applies a syndrome that gives the consumer a healing interaction, but they will not use it reliably in fort mode; units use interactions very sporadically unless they are in combat.

Demonic Gophers

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The creature I made with healing blood seems to more-or-less work.  I haven't worked out the dose and severity to make it reliable, but with repeated exposure and enough time it eventually regrows severed limbs.  I've only tested it in the arena, though - is there a bug that some syndromes don't work properly in fortress mode?
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IndigoFenix

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The creature I made with healing blood seems to more-or-less work.  I haven't worked out the dose and severity to make it reliable, but with repeated exposure and enough time it eventually regrows severed limbs.  I've only tested it in the arena, though - is there a bug that some syndromes don't work properly in fortress mode?

Can you post the raws?

TomiTapio

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Example syndrome: touching blood spatter makes dwarves uneasy. Is tested to work. Could try putting the healing syndrome line in there.
[CE_PHYS_ATT_CHANGE:RECUPERATION:125:0:START:10:END:8400]

Code: [Select]
[MATERIAL_TEMPLATE:BLOOD_TEMPLATE] --animal blood, used by 99% of creatures, medium syndrome for dwarves for wading in blood/spatter
[STATE_COLOR:ALL_SOLID:CARMINE]
[STATE_NAME:ALL_SOLID:frozen blood]
[STATE_ADJ:ALL_SOLID:frozen blood]
[STATE_COLOR:LIQUID:CARMINE]
[STATE_NAME:LIQUID:blood]
[STATE_ADJ:LIQUID:blood]
[STATE_COLOR:GAS:CARMINE]
[STATE_NAME:GAS:boiling blood]
[STATE_ADJ:GAS:boiling blood]
[DISPLAY_COLOR:4:0:0]
[MATERIAL_VALUE:1]
[SPEC_HEAT:4181]
[IGNITE_POINT:10508]
[MELTING_POINT:10000]
[BOILING_POINT:10180]
[HEATDAM_POINT:10250]
[COLDDAM_POINT:9900]
[MAT_FIXED_TEMP:NONE]
[SOLID_DENSITY:500]
[LIQUID_DENSITY:NONE]
[MOLAR_MASS:NONE]
[IMPACT_YIELD:10000]
[IMPACT_FRACTURE:10000]
[IMPACT_STRAIN_AT_YIELD:100]
[COMPRESSIVE_YIELD:10000]
[COMPRESSIVE_FRACTURE:10000]
[COMPRESSIVE_STRAIN_AT_YIELD:100]
[TENSILE_YIELD:10000]
[TENSILE_FRACTURE:10000]
[TENSILE_STRAIN_AT_YIELD:100]
[TORSION_YIELD:10000]
[TORSION_FRACTURE:10000]
[TORSION_STRAIN_AT_YIELD:100]
[SHEAR_YIELD:6600] used high salinity ice
[SHEAR_FRACTURE:6600]
[SHEAR_STRAIN_AT_YIELD:100]
[BENDING_YIELD:10000]
[BENDING_FRACTURE:10000]
[BENDING_STRAIN_AT_YIELD:100]
[MAX_EDGE:500]
[ABSORPTION:100]
[IMPLIES_ANIMAL_KILL]
[ROTS]
[EDIBLE_VERMIN]
[EDIBLE_RAW] --dwarf culture set. lick animal blood off like a good adventurer.
[EDIBLE_COOKED] --depends on your culture IRL. blood pancakes and black pudding.
[REACTION_CLASS:GROSS_DUMPABLE] Tomi's, for caravan blood barrels
[BLOOD_MAP_DESCRIPTOR]
[SYNDROME]
[SYN_NAME:blood stains] --animal / beast / monster blood, medium syndrome for dwarves.
[SYN_IDENTIFIER:GROSS_BLOOD_COVER]
---SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_AFFECTED_CREATURE:DWARF:ALL]
[SYN_CONTACT]
--SYN_INJECTED]
[SYN_NO_HOSPITAL]
[CE_FEEL_EMOTION:EMOTION:ANNOYANCE:SEV:39:PROB:100:START:10:PEAK:90:END:170:DWF_STRETCH:2]
[CE_FEEL_EMOTION:EMOTION:ANNOYANCE:SEV:49:PROB:100:START:10:PEAK:110:END:170:DWF_STRETCH:2]
[CE_FEEL_EMOTION:EMOTION:CONFUSION:SEV:42:PROB:100:START:10:PEAK:90:END:170:DWF_STRETCH:2]
[CE_FEEL_EMOTION:EMOTION:NERVOUSNESS:SEV:95:PROB:40:START:10:PEAK:30:END:180:DWF_STRETCH:2]
[CE_FEEL_EMOTION:EMOTION:UNEASINESS:SEV:85:PROB:40:START:10:PEAK:50:END:180:DWF_STRETCH:2]
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
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IndigoFenix

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So after further testing, it looks like healing tissues with syndromes does work, but it behaves oddly when applied over time... I was trying to make a long-term regeneration syndrome but it's not really working right. You should be able to heal existing wounds with a fruit though.

Walkaboutout

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This is great info for everyone and certainly for me fellas, thank you. Much appreciate it. Abrupt healing of damaged limbs, and over time increases of the recuperation stat on dwarves are all useful for sure.

But additionally for me, I wasn't clear on how to add thoughts or emotions for drink, which is exampled above. That adds a new dimension too for me. Something like Sun Berry having a special, unique good thought on it, but perhaps a rare sort of fruit or something similar for the more powerful abrupt direct healing.

I wonder if healing can be applied to grasses, and when ingested by grazing animals, would result in the proper healing, in order to make up for the fact that animal medical isn't in game? If perhaps that ends up being a little OP, which it might, maybe a simple recuperation stat increase for animals grazing on certain grasses would do the trick, or at least improve matters. I think someone mentioned this in the 47.xx version modding thread.

Of course, a lot of this has the issue (as mentioned) of not being the most controllable or reliable thing. Dwarves eat when they're hungry (not, say, when wounded), so short of player use in adventure mode, there's no smart useage of these items, since dwarves can't recognize the benefits, but I'm okay with that for now. Maybe one day we'll get to that point, but who knows. Dwarves being willing to ingest a medicine class of items might help, for example, but that's Toady's world for sure.
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IndigoFenix

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Syndrome grass does work the way you want - although I've mostly used it as a negative effect, adding in evil grasses that turn your cows berserk when they graze.

And yeah, the stuff you said about it being hard to control the use of food in fort mode definitely applies.  Rise of the Mushroom Kingdom makes heavy use of beneficial syndrome plants for powerups, so what I do is make each plant apply an effect for about a month (a little under the time it takes for creatures to become hungry in fort mode); this means that if you grow mainly powerup foods most of your units will be powered up most of the time, making your fort healthier, stronger, and more effective overall, but you can't really control who gets which powerup.

pikachu17

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The way you have it set up should work.  I don't know what's wrong with Dwarf Therapist but the syndromes are set up fine.

Sadly the new healing effects can only be applied through interactions, not foods.  You can make a food that applies a syndrome that gives the consumer a healing interaction, but they will not use it reliably in fort mode; units use interactions very sporadically unless they are in combat.
I only read this and two posts below it so this may have been said already, but healing effects are applied through syndromes which food can semi-obviously have, not interactions specifically.
They might not eat it when they actually need it, but that is a different issue.

Code: (just add this to the fruit material to make them healing fruits.) [Select]
[SYNDROME]
[SYN_INGESTED]
[SYN_NO_HOSPITAL]
[SYN_CONCENTRATION_ADDED:1000:0]
[CE_STOP_BLEEDING:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT]
[CE_CLOSE_OPEN_WOUNDS:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT]
[CE_HEAL_TISSUES:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT]
[CE_HEAL_NERVES:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT]
[CE_REDUCE_PAIN:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT]
[CE_REDUCE_SWELLING:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT]
[CE_CURE_INFECTION:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT]
[CE_REDUCE_PARALYSIS:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT]
[CE_REDUCE_DIZZINESS:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT]
[CE_REDUCE_NAUSEA:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT]
[CE_REDUCE_FEVER:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT]
[CE_REGROW_PARTS:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT]

Code: (example shrine effect for reference) [Select]
[INTERACTION:HEALING_BLESSING]
[I_SOURCE:DEITY]
[IS_USAGE_HINT:MEDIUM_BLESSING]
[IS_TRIGGER_STRING_SECOND:have]
[IS_TRIGGER_STRING_THIRD:has]
[IS_TRIGGER_STRING:been granted healing!]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_MANUAL_INPUT:recipient]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[SYN_CONCENTRATION_ADDED:1000:0]
[CE_STOP_BLEEDING:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT]
[CE_CLOSE_OPEN_WOUNDS:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT]
[CE_HEAL_TISSUES:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT]
[CE_HEAL_NERVES:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT]
[CE_REDUCE_PAIN:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT]
[CE_REDUCE_SWELLING:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT]
[CE_CURE_INFECTION:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT]
[CE_REDUCE_PARALYSIS:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT]
[CE_REDUCE_DIZZINESS:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT]
[CE_REDUCE_NAUSEA:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT]
[CE_REDUCE_FEVER:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT]
[CE_REGROW_PARTS:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT]
« Last Edit: March 06, 2020, 06:38:24 pm by pikachu17 »
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