Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Syndromes Adding and Removing Bodyparts  (Read 996 times)

Logic

  • Bay Watcher
    • View Profile
Syndromes Adding and Removing Bodyparts
« on: June 01, 2012, 06:44:15 pm »

Due to the large-ish amount of mods people have made that include potions that give people wings to fly with and other such useful potions, I think that it should be possible to add and remove bodyparts with syndroms, to avoid the problems had with completely healing you when transforming and transformations blocking other transformations. Thoughts?
Logged

Williham

  • Bay Watcher
    • View Profile
Re: Syndromes Adding and Removing Bodyparts
« Reply #1 on: June 02, 2012, 06:34:43 am »

As I recall, FLIER cannot be added using syndromes in the first place, so the point is moot.

It is a good idea, tho', both expanding the list of things that can be added and removed by syndromes, and growing body parts using syndromes.

(Perhaps even do it in such a fashion that syndromes can be used to selectively heal body parts already present?)
Logged

Logic

  • Bay Watcher
    • View Profile
Re: Syndromes Adding and Removing Bodyparts
« Reply #2 on: June 02, 2012, 10:40:29 am »

Oh, well, yes, not having the ability to add [FLIER] to a creature is a problem, but it wouldn't make sense to have that ability right now, because creatures require wings to actually be able to use that tag.
Logged

Williham

  • Bay Watcher
    • View Profile
Re: Syndromes Adding and Removing Bodyparts
« Reply #3 on: June 02, 2012, 10:59:53 am »

I'm not sure that's the case.

I think creatures only require their [FLIER] body parts to fly if they have them from the get-go; if no body parts have that tag, they can fly no matter the circumstances, if memory serves.

Edit: In any case, I know for a fact that [FLIER] body parts give no benefit to a creature without [FLIER], so having a syndrome that adds [FLIER] to make else ineffectual wings work would work, if adding [FLIER] using syndromes would work.
« Last Edit: June 02, 2012, 11:01:41 am by Williham »
Logged

Graknorke

  • Bay Watcher
  • A bomb's a bad choice for close-range combat.
    • View Profile
Re: Syndromes Adding and Removing Bodyparts
« Reply #4 on: June 02, 2012, 12:26:45 pm »

I think that creatures with flier but without appropriate bodyparts can only hover over gaps, not fly up or down.
Logged
Cultural status:
Depleted          ☐
Enriched          ☑

GreatWyrmGold

  • Bay Watcher
  • Sane, by the local standards.
    • View Profile
Re: Syndromes Adding and Removing Bodyparts
« Reply #5 on: June 02, 2012, 05:21:59 pm »

I'm 99% sure that that's BS.
Once all the tags are allowed for adding tags, you could add the BODY:X tags for addition. Not sure how one's remove BPs, though.
Logged
Sig
Are you a GM with players who haven't posted? TheDelinquent Players Help will have Bay12 give you an action!
[GreatWyrmGold] gets a little crown. May it forever be his mark of Cain; let no one argue pointless subjects with him lest they receive the same.

Tierre

  • Bay Watcher
    • View Profile
Re: Syndromes Adding and Removing Bodyparts
« Reply #6 on: June 04, 2012, 06:51:56 am »

I added FLIER to my dwarfes and they are happily fly over my walls.... though those idiots then stand atop the wall and can't get down, cause pathfinding is dumb.
Logged

Knight Otu

  • Bay Watcher
  • ☺4[
    • View Profile
Re: Syndromes Adding and Removing Bodyparts
« Reply #7 on: June 04, 2012, 07:24:36 am »

(Creatures with [FLIER] that naturally lack [FLIER]-tagged body parts will be able to fly around normally and happily.)

Adding and removing body parts came up during the creation of the night creatures that gave us the interaction system in the first place (concerning the Frankensteinian constructed creatures). According to Toady, in order to make it work, there would have to be a lengthy body system rewrite in all likelihood (so there would be some other things for the Frankensteinian creatures). As such, this is on his radar, but not really easy to add.
Logged
Direforged Original
Random Raw Scripts - Randomly generated Beasts , Vermin, Hags, Vampires, and Civilizations
Castle Otu