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Author Topic: Questions about "wizards"  (Read 1675 times)

Guy

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Questions about "wizards"
« on: December 15, 2007, 02:49:00 pm »

I'm making a playable wizard race, and had a few questions about their "magic spells."

I'm wanting to give my wizards the FIREBREATH token 'cause, you know, they like fire.  However, I want it to look like they're casting the fire (fireballs leap from their hands, Dragonball Z style) instead of it coming out of their mouth.  If I just put in the FIREBREATH token, will I still get messages like "the wizard breaths fire" anywhere?  If so, is there anyway of changing it to look like "the wizard throws a fireball" or something?

Looking at the wiki, I've also noticed the MOUTH and THOUGHT tokens for the BYTYPE variable in an attack.  So, does this mean I can fake spells with either of these?  I'd assume that MOUTH would be verbal spells while THOUGHT would be psychic powers.

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penguinofhonor

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Re: Questions about "wizards"
« Reply #1 on: December 15, 2007, 04:46:00 pm »

MOUTH is for biting. I want to know about THOUGHT, though. But you can edit the verbs that it uses, you know.
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Torak

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Re: Questions about "wizards"
« Reply #2 on: December 15, 2007, 05:07:00 pm »

quote:
Originally posted by penguinofhonor:
<STRONG>MOUTH is for biting. I want to know about THOUGHT, though. But you can edit the verbs that it uses, you know.</STRONG>

Like this?

code:
   [ATTACK:MAIN:BYTYPE:HEAD:fire focus:fire focuses:4:10:HEAT]  

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Guy

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Re: Questions about "wizards"
« Reply #3 on: December 15, 2007, 08:59:00 pm »

Hmm...

I've tried the THOUGHT and BREATH tags with the BURN tag.  As far as I can tell, they act exactly like any melee attack.  That is, I don't think they're ranged, which is what I wanted.  :confused:

When I do add the FIREBREATH token, I can't figure out how to make my wizard breath fire in adventure mode.  The npcs can breath fire, but I can't figure out how to do it on my own.

Also, I've noticed something about wizard settlements.
:confused:

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Karlito

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Re: Questions about "wizards"
« Reply #4 on: December 16, 2007, 12:27:00 am »

in their entity file add [PLAINS_SETTLEMENTS] and they will live in towns like humans.

or if you add [BABYSNATCHER] to they entity file they will live in towers like goblins.  They will also act like goblins in every other respect though (thieves and sieges).

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Guy

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Re: Questions about "wizards"
« Reply #5 on: December 16, 2007, 12:51:00 am »

I already gave PLAINS_SETTLEMENTS to the wizards.

Here's the full code though:

code:
[ENTITY:MAGIC]
   [PLAINS_SETTLEMENTS]
   [CIV_CONTROLLABLE]
   [CREATURE:WIZARD]
   [TRANSLATION:HUMAN]
   [DIGGER:ITEM_WEAPON_PICK]
   [WEAPON:ITEM_WEAPON_AXE_BATTLE]
   [WEAPON:ITEM_WEAPON_STAFF]
   [WEAPON:ITEM_WEAPON_SWORD_SHORT]
   [WEAPON:ITEM_WEAPON_SWORD_LONG]
   [WEAPON:ITEM_WEAPON_SCIMITAR]
   [ARMOR:ITEM_ARMOR_LEATHER:COMMON]
   [ARMOR:ITEM_ARMOR_COAT:COMMON]
   [ARMOR:ITEM_ARMOR_SHIRT:COMMON]
   [ARMOR:ITEM_ARMOR_CLOAK:COMMON]
   [ARMOR:ITEM_ARMOR_TUNIC:COMMON]
   [ARMOR:ITEM_ARMOR_TOGA:UNCOMMON]
   [ARMOR:ITEM_ARMOR_CAPE:COMMON]
   [ARMOR:ITEM_ARMOR_VEST:COMMON]
   [ARMOR:ITEM_ARMOR_DRESS:COMMON]
   [ARMOR:ITEM_ARMOR_ROBE:COMMON]
   [HELM:ITEM_HELM_CAP:COMMON]
   [HELM:ITEM_HELM_HOOD:COMMON]
   [HELM:ITEM_HELM_POINTY_HAT:COMMON]
   [HELM:ITEM_HELM_TURBAN:UNCOMMON]
   [HELM:ITEM_HELM_MASK:RARE]
   [HELM:ITEM_HELM_VEIL_HEAD:UNCOMMON]
   [HELM:ITEM_HELM_VEIL_FACE:RARE]
   [HELM:ITEM_HELM_SCARF_HEAD:UNCOMMON]
   [GLOVES:ITEM_GLOVES_GLOVES:COMMON]
   [GLOVES:ITEM_GLOVES_MITTENS:COMMON]
   [SHOES:ITEM_SHOES_SHOES:COMMON]
   [SHOES:ITEM_SHOES_BOOTS:COMMON]
   [SHOES:ITEM_SHOES_BOOTS_LOW:COMMON]
   [SHOES:ITEM_SHOES_SANDAL:COMMON]
   [SHOES:ITEM_SHOES_CHAUSSE:UNCOMMON]
   [SHOES:ITEM_SHOES_SOCKS:COMMON]
   [PANTS:ITEM_PANTS_PANTS:COMMON]
   [PANTS:ITEM_PANTS_LOINCLOTH:COMMON]
   [PANTS:ITEM_PANTS_THONG:UNCOMMON]
   [PANTS:ITEM_PANTS_SKIRT:COMMON]
   [PANTS:ITEM_PANTS_SKIRT_SHORT:COMMON]
   [PANTS:ITEM_PANTS_SKIRT_LONG:COMMON]
   [PANTS:ITEM_PANTS_BRAIES:UNCOMMON]
   [SIEGEAMMO:ITEM_SIEGEAMMO_BALLISTA]
   [TRAPCOMP:ITEM_TRAPCOMP_GIANTAXEBLADE]
   [TRAPCOMP:ITEM_TRAPCOMP_ENORMOUSCORKSCREW]
   [TRAPCOMP:ITEM_TRAPCOMP_SPIKEDBALL]
   [TRAPCOMP:ITEM_TRAPCOMP_LARGESERRATEDDISC]
   [TRAPCOMP:ITEM_TRAPCOMP_MENACINGSPIKE]
   [TOY:ITEM_TOY_PUZZLEBOX]
   [TOY:ITEM_TOY_BOAT]
   [INSTRUMENT:ITEM_INSTRUMENT_FLUTE]
   [INSTRUMENT:ITEM_INSTRUMENT_TRUMPET]
   [INSTRUMENT:ITEM_INSTRUMENT_HARP]
   [INSTRUMENT:ITEM_INSTRUMENT_DRUM]
   [INSTRUMENT:ITEM_INSTRUMENT_PICCOLO]
   [AMBUSHER]
   [CLOTHING]
   [CURRENCY_BY_YEAR]
   [CURRENCY:COPPER:1]
   [CURRENCY:SILVER:5]
   [CURRENCY:ELECTRUM:10]
   [CURRENCY:GOLD:15]
   [CURRENCY:PLATINUM:30]
   [SELECT_SYMBOL:ALL:MAGIC]
   [SELECT_SYMBOL:ALL:MYTHIC]
   [SELECT_SYMBOL:ALL:MYSTERY]
   [SELECT_SYMBOL:ALL:THOUGHT]
   [CULL_SYMBOL:ALL  :DEATH]
   [CULL_SYMBOL:ALL:VIOLENT]
   [CULL_SYMBOL:ALL:SUBORDINATE]
   [CULL_SYMBOL:ALL  :DOMESTIC]
   [CULL_SYMBOL:ALL:EVIL]
   [CULL_SYMBOL:ALL:UNTOWARD]
   [CULL_SYMBOL:ALL:NEGATIVE]
   [CULL_SYMBOL:ALL:UGLY]
   [CULL_SYMBOL:ALL:NEGATOR]
   [RIVER_PRODUCTS]
   [OCEAN_PRODUCTS]
   [OUTDOOR_FARMING]
   [USE_ANIMAL_PRODUCTS]
   [GEM_PREF]
   [COMMON_DOMESTIC_PACK]
   [COMMON_DOMESTIC_PULL]
   [COMMON_DOMESTIC_MOUNT]
   [COMMON_DOMESTIC_PET]

P.S. What does GEM_PREF do?  I see the dwarves have METAL_PREF, GEM_PREF, and STONE_PREF; the elves have WOOD_PREF; the goblins have STONE_PREF; while the humans have none of these.  I gave the wizards GEM_PREF since I guess they like gems and because I intend on building a glass tower populated by wizards.

Edit: Oh, and you may notice that I've added a few extra items: ITEM_WEAPON_STAFF (staffs) and ITEM_HELM_POINTY_HAT (pointy hats).

[ December 16, 2007: Message edited by: Guy ]

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Kagus

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Re: Questions about "wizards"
« Reply #6 on: December 16, 2007, 01:05:00 am »

I know about the fire breathing, but isn't there another fireball attack used by imps and the like?  That might be what you're looking for.

As for using it in adventure mode, I have no idea.  I would suggest using the "ranged attack" or "throw" commands when you don't have anything in your hands, but that probably won't work.

If you can figure out how to do it, PLEASE post it.  I can think of few things better than knowing how to breath fire as an adventurer.


Also, you might want to be careful with GEM_PREF...  It might cause a higher chance of wizardly fey moods requiring gems, and we don't want that.

See if you can mod in golems for the wizards to have as pets and defenders.

Karlito

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Re: Questions about "wizards"
« Reply #7 on: December 16, 2007, 01:38:00 am »

You can't use special attacks like fireballs and webs in adventure mode.
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Kagus

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Re: Questions about "wizards"
« Reply #8 on: December 16, 2007, 02:25:00 am »

Awww...  But what about a freezing/burning psychic mind-attack?  Would that be used if you were unarmed?  If so, with what chance of being used?

Metal Chao

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Re: Questions about "wizards"
« Reply #9 on: December 16, 2007, 10:41:00 am »

Wouldn't the token "thought" mean that you were attacking with your brain?
Because, the brain is the only bodypart with thought in.

"OLaf McOlaf takes a deep breathe and blasts goblin with searing fire from his brain"?

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Guy

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Re: Questions about "wizards"
« Reply #10 on: December 16, 2007, 01:51:00 pm »

Sigh, too bad about there being no command in adventure mode for fire breaths (Toady, are you reading this?).  I guess my wizards will have to be strictly for fortress mode.

Anyway, I've decided to let the wizards keep iron men as pets, the kind that you can get before you embark.  How do I make sure that no other civ is able to keep iron men?

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Nesoo

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Re: Questions about "wizards"
« Reply #11 on: December 16, 2007, 11:21:00 pm »

quote:
P.S. What does GEM_PREF do? I see the dwarves have METAL_PREF, GEM_PREF, and STONE_PREF; the elves have WOOD_PREF; the goblins have STONE_PREF; while the humans have none of these.

My assumption is that these control whether those types of objects are selected as preferences in your creatures' thoughts. For example, dwarves would have something like "He likes bauxite, marble, gold, iron, and yellow jasper." while elves might have "He likes oak, cedar, and pine." I'm not sure how it would affect humans... maybe they can only have preferences for food and animals?

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Positive B

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Re: Questions about "wizards"
« Reply #12 on: December 17, 2007, 06:27:00 am »

quote:
Originally posted by Karlito:
or if you add [BABYSNATCHER] to they entity file they will live in towers like goblins.  They will also act like goblins in every other respect though (thieves and sieges).[/QB]

[BABYSNATCHER] makes race baby stealers

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Sithlordz

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Re: Questions about "wizards"
« Reply #13 on: December 18, 2007, 05:33:00 am »

If you can figure out how to breathe fire in Adventure mode, I swear to Armok I will worship the ground you walk upon for the rest of your days.  Better try that "Fire with nothing to fire" method myself.
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