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Author Topic: How to add syndrome to inorganic material  (Read 802 times)

Gwolfski

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How to add syndrome to inorganic material
« on: February 06, 2017, 12:12:27 pm »

I'm trying to add a syndrome to an inorganic material (a metal). How would I do it? I want it to be triggered by drinking it. (the metal will have a low melting point). I want the syndrome to cause dizzyness and increased speed, if possible.

All help appreciated!
« Last Edit: February 06, 2017, 01:07:15 pm by Gwolfski »
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Max™

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Re: How to add syndrome to inorganic material
« Reply #1 on: February 06, 2017, 08:46:38 pm »

Code: [Select]
[SYNDROME]
[SYN_NAME:mercurial high]
[SYN_INGESTED]
[CE_DIZZINESS:SEV:50:PROB:100:SIZE_DILUTES:START:20:PEAK:240:END:600:DWF_STRETCH:4]
[CE_SPEED_CHANGE:SPEED_PERC:500:START:0:END:600:DWF_STRETCH:4]
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skelepound

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Re: How to add syndrome to inorganic material
« Reply #2 on: February 06, 2017, 11:27:42 pm »

THIS is highly valueable! Can you make it do a specific syndrome, such as a custom made necromancer interaction. Also, could i make it so that drinking the blood of one necrotype gives you the powers of another(drinking the blood of a priest/cleric to gain the powers of a demonic sorcerer/warlock.)
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My magic mod, Schools of Magic:
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Teneb

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Re: How to add syndrome to inorganic material
« Reply #3 on: February 07, 2017, 09:58:02 am »

THIS is highly valueable! Can you make it do a specific syndrome, such as a custom made necromancer interaction. Also, could i make it so that drinking the blood of one necrotype gives you the powers of another(drinking the blood of a priest/cleric to gain the powers of a demonic sorcerer/warlock.)
You can place in a syndrome anything supported by the syndrome system. Just look here.
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skelepound

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Re: How to add syndrome to inorganic material
« Reply #4 on: February 07, 2017, 01:14:21 pm »

HAHA! A CONTACT TYPE! I can make magic weapons using that - the metal of the weapon gives a positive syndome on contact! You, sir, have most likely made my mod about 250X better, and for that, you get a special mention. Teneb, right? Ur name is gonna be there, special thanks and everything. TOTALLY putting a delay on the next release for this!
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My magic mod, Schools of Magic:
----------------------------------
http://www.bay12forums.com/smf/index.php?topic=162596.0
----------------------------------
GENERATION 28:
The first time you see this, copy it into your signature on any forum and add 1 to the generation. Social experiment.

Nahere

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Re: How to add syndrome to inorganic material
« Reply #5 on: February 07, 2017, 02:30:34 pm »

Except that contact syndromes only work through contaminants, like powders and liquids. Solid items don't work, at least, not without DFHack.
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skelepound

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Re: How to add syndrome to inorganic material
« Reply #6 on: February 07, 2017, 03:02:42 pm »

...
...
...
...



my soul is now dead.
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My magic mod, Schools of Magic:
----------------------------------
http://www.bay12forums.com/smf/index.php?topic=162596.0
----------------------------------
GENERATION 28:
The first time you see this, copy it into your signature on any forum and add 1 to the generation. Social experiment.

milo christiansen

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Re: How to add syndrome to inorganic material
« Reply #7 on: February 07, 2017, 03:43:47 pm »

Don't worry. With DFHack all things are possible (you want modtools/item-trigger I think).
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Gwolfski

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Re: How to add syndrome to inorganic material
« Reply #8 on: February 08, 2017, 02:32:13 pm »

Code: [Select]
[SYNDROME]
[SYN_NAME:mercurial high]
[SYN_INGESTED]
[CE_DIZZINESS:SEV:50:PROB:100:SIZE_DILUTES:START:20:PEAK:240:END:600:DWF_STRETCH:4]
[CE_SPEED_CHANGE:SPEED_PERC:500:START:0:END:600:DWF_STRETCH:4]

thanks. I just stick this in the raws of the material, right?
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Max™

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Re: How to add syndrome to inorganic material
« Reply #9 on: February 10, 2017, 03:44:43 pm »

Yeah, feel free to change the name/values/etc and it should work fine.
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Gwolfski

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Re: How to add syndrome to inorganic material
« Reply #10 on: February 15, 2017, 02:05:26 pm »

thanks!
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