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Author Topic: The Science of Boiling Rocks  (Read 4436 times)

Mephansteras

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Re: The Science of Boiling Rocks
« Reply #15 on: August 27, 2012, 01:06:22 pm »

PTW
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smakemupagus

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Re: The Science of Boiling Rocks
« Reply #16 on: August 27, 2012, 01:27:46 pm »

There's a bug where the game doesn't properly save whether syndrome effects with a PROB of less than 100 have actually come into effect, and so will apply them all to the affected creature upon saving and loading.

I see, yes that explains that on re-load they all become the one at the top of the list (female minotaurs, or whatever it was.) Thanks for confirming.

peregarrett

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Re: The Science of Boiling Rocks
« Reply #17 on: August 28, 2012, 02:50:13 pm »

Hi. I'm trying to make reaction that make certain creatures bleed. here's the stuff I made

Code: [Select]
[INORGANIC:BLEEDING_SACRIFICE_STONE]
[USE_MATERIAL_TEMPLATE:STONE_VAPOR_TEMPLATE]
[STATE_COLOR:ALL:CARMINE]
[STATE_NAME:ALL:aura of sacrificing]
[STATE_ADJ:ALL:sacrificing aura]
[SYNDROME]
[SYN_NAME:bleeding sacrifice]
[SYN_AFFECTED_CLASS:SACRIFICE_CREATURE]
[SYN_INHALED]
[CE_BLEEDING:SEV:100:PROB:100:VASCULAR_ONLY:START:0:PEAK:500:END:1000]

Code: [Select]
[REACTION:SACRIFICE_ANIMAL]
[NAME:spill the blood of beast]
[BUILDING:TREEALTAR:CUSTOM_M]
[PRODUCT:100:10:STONE:NONE:INORGANIC:BLEEDING_SACRIFICE_STONE]
[SKILL:ANIMALCARE]
Reaction makes 10 boulders, they produce cloud, but doesn't affect creature. Yes, I added CREATURE_CLASS:SACRIFICE_CREATURE to that creature.
What could be wrong?
« Last Edit: August 28, 2012, 02:51:58 pm by peregarrett »
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celem

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Re: The Science of Boiling Rocks
« Reply #18 on: August 28, 2012, 05:43:43 pm »

uhhhmm.

I think you want START:1

0 is never not right now
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Meph

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Re: The Science of Boiling Rocks
« Reply #19 on: August 28, 2012, 05:54:12 pm »

START:0 works, why shouldnt it ?
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celem

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Re: The Science of Boiling Rocks
« Reply #20 on: August 28, 2012, 08:51:28 pm »

Well as i said above, i thought that meant it never started, though admittedly i just always use 1
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Di

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Re: The Science of Boiling Rocks
« Reply #21 on: August 28, 2012, 10:40:04 pm »

All interaction examples use 0.
[CE_BLEEDING:SEV:100:PROB:100:VASCULAR_ONLY:START:0:PEAK:500:END:1000]
What could be wrong?
The wiki is our friend:
Quote
BP:BODY_PART:TISSUE -
Specifies which body parts and tissues are to be affected by the syndrome. BODY_PART can be BY_CATEGORY:x to target body parts with a matching [CATEGORY:x] body token (or ALL to affect everything), BY_TYPE:x to target body parts having a particular type (UPPERBODY, LOWERBODY, HEAD, GRASP, or STANCE), or BY_TOKEN:x to target individual body parts by their ID (as specified in the [BP] token)
So it should be something like [CE_BLEEDING:SEV:100:PROB:100:BP:BY_CATEGORY:ALL:VASCULAR_ONLY:START:0:PEAK:500:END:1000] or [CE_BLEEDING:SEV:100:PROB:100:BP:BY_CATEGORY:ALL:ALL:VASCULAR_ONLY:START:0:PEAK:500:END:1000]

Also, selem, try changing [CAUGHT_IN_FLAMES:A_D:UCR_A] to [CAUGHT_IN_FLAMES:A_D:UCR] in announcements.txt this may help detecting whether creature was caught in cloud. (I hope so)
« Last Edit: August 28, 2012, 10:53:34 pm by Di »
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IndigoFenix

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Re: The Science of Boiling Rocks
« Reply #22 on: August 29, 2012, 03:34:51 pm »

I thought of something.  Is there a way to make a building that is blocked on all sides, trapping the builder inside until the building is deconstructed?  If so, you can keep them on a one-block tile and have them produce the interaction.  There are some notable disadvantages to this approach, but it might be worth a try...

Meph

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Re: The Science of Boiling Rocks
« Reply #23 on: August 29, 2012, 07:26:19 pm »

Yes, possible, but they cant claim any reagents while inside that box, so it only works with "free" reactions. So... no, not really ^^
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