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Author Topic: Directed Gas Attack Problem  (Read 2154 times)

Xangi

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Directed Gas Attack Problem
« on: March 11, 2012, 01:44:35 pm »

So, I have these things here

Code: [Select]
material_necro

[OBJECT:INORGANIC]

[INORGANIC:NECRO]
[USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
[DISPLAY_COLOR:5:0:0][TILE:'%']
[STATE_NAME:ALL_SOLID:NA]
[STATE_ADJ:ALL_SOLID:NA]
[STATE_COLOR:LIQUID:PURPLE]
[STATE_NAME:LIQUID:necrotizing vapor]
[STATE_ADJ:LIQUID:necrotizing vapor]
[STATE_COLOR:GAS:PURPLE]
[STATE_NAME:GAS:necrotizing gas]
[STATE_ADJ:GAS:necrotizing gas]
[MELTING_POINT:9001]
[BOILING_POINT:9001]
[SOLID_DENSITY:500]
[LIQUID_DENSITY:100]
[IS_STONE]
[SYNDROME]
[SYN_NAME:extreme necrosis]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_CONTACT]
[SYN_INHALED]
[SYN_INJECTED]


[CE_NECROSIS:SEV:100:PROB:100:SIZE_DILUTES:BP:BY_CATEGORY:ALL:ALL:START:0:PEAK:2:END:3]

Code: [Select]
[CE_CAN_DO_INTERACTION:START:0]
[CDI:ADV_NAME:Necrotizing Gas]
[CDI:USAGE_HINT:ATTACK]
[CDI:INTERACTION:MATERIAL_EMISSION]
[CDI:BP_REQUIRED:BY_CATEGORY:HAND]
[CDI:MATERIAL:INORGANIC:NECRO:TRAILING_VAPOR_FLOW]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:15]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:VERB:powerfully gesture:powerfully gestures:NA]
[CDI:WAIT_PERIOD:400]

And I'm wondering why this is A:Not a directed gas attack, it just flies everywhere, and B:Not deadly at all, the necrosis does nothing, not even to a duck or similar small animal.
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Alem

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Re: Directed Gas Attack Problem
« Reply #1 on: March 11, 2012, 02:22:21 pm »

From what I've been playing with, severity is not on a 0-100 scale, so you could attempt to up that value and you'll get much nastier necrosis. Additionally, I -THINK- if you remove the bp token it will behave the same as what your current bp token is aiming for. Ultimately, you probably need to either up the severity, or increase the duration. (Sidenote: I have heard someone mention something somewhere, yeah real reliable, that peak somehow impacts how nasty a syndrome is. I don't know about that, but I have found you don't need it for it to work.)

About the emission type, from what I have seen the TRAILING_GAS_FLOW is more like a "bolt" of gas if that is what you are aiming for. Vapor tends to be shorter range but wider area.
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Xangi

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Re: Directed Gas Attack Problem
« Reply #2 on: March 11, 2012, 02:40:19 pm »

From what I've been playing with, severity is not on a 0-100 scale, so you could attempt to up that value and you'll get much nastier necrosis. Additionally, I -THINK- if you remove the bp token it will behave the same as what your current bp token is aiming for. Ultimately, you probably need to either up the severity, or increase the duration. (Sidenote: I have heard someone mention something somewhere, yeah real reliable, that peak somehow impacts how nasty a syndrome is. I don't know about that, but I have found you don't need it for it to work.)

About the emission type, from what I have seen the TRAILING_GAS_FLOW is more like a "bolt" of gas if that is what you are aiming for. Vapor tends to be shorter range but wider area.
Alright cool, I'll try that.

EDIT: Nope, no difference. Still AOE, still does nothing.
« Last Edit: March 11, 2012, 02:43:55 pm by Xangi »
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thatkid

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Re: Directed Gas Attack Problem
« Reply #3 on: March 11, 2012, 02:45:53 pm »

Based on my testing, syndromes that affect specific body parts like bleeding, necrosis, paralysis, etc. are borked and almost never work correctly.
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Xangi

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Re: Directed Gas Attack Problem
« Reply #4 on: March 11, 2012, 02:48:13 pm »

Based on my testing, syndromes that affect specific body parts like bleeding, necrosis, paralysis, etc. are borked and almost never work correctly.
Yeah, which sucks. I wanted my necromancers to be able to rot the flesh off people's bones, but APPARENTLY that's not happening. Plan B, speed and skill reduction curses.
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Alem

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Re: Directed Gas Attack Problem
« Reply #5 on: March 11, 2012, 02:52:10 pm »

I had made an interaction with bleeding that did manage to drop the target down to faint, required the severity to be at 6k though.
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Courtesy Arloban

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Re: Directed Gas Attack Problem
« Reply #6 on: March 11, 2012, 02:52:17 pm »

The Material Emission standard interaction never transmits syndromes.  You need a custom interaction called something like material emission with syndrome that applies the syndrome to the targeted creature.  And if you have multiple materials you need multiple interactions.

Spoiler (click to show/hide)

Now you may have noticed that if you just want to apply the syndrome to the target, you don't really need a material at all, if so you can create an interaction that just applies the syndrome to a target in the line of sight...

Spoiler (click to show/hide)
Edit -- the second spoiler tag messed up.  I'm Curious if the change will be reflected in the quotes below.
« Last Edit: March 11, 2012, 03:59:55 pm by Courtesy Arloban »
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Xangi

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Re: Directed Gas Attack Problem
« Reply #7 on: March 11, 2012, 02:55:33 pm »

The Material Emission standard interaction never transmits syndromes.  You need a custom interaction called something like material emission with syndrome that applies the syndrome to the targeted creature.  And if you have multiple materials you need multiple interactions.

Spoiler (click to show/hide)

Now you may have noticed that if you just want to apply the syndrome to the target, you don't really need a material at all, if so you can create an interaction that just applies the syndrome to a target in the line of sight...

[spoiler
[INTERACTION:SPECIAL_DEATH_CURSE_1]
   [I_SOURCE:CREATURE_ACTION]
   [I_TARGET:A:CREATURE]
      [IT_LOCATION:CONTEXT_CREATURE]
      [IT_CANNOT_TARGET_IF_ALREADY_AFFECTED]
      [IT_MANUAL_INPUT:victim]
   [I_EFFECT:ADD_SYNDROME]
      [IE_TARGET:A]
      [IE_IMMEDIATE]
      [IE_ARENA_NAME:Paralysed]
      [SYNDROME]
         [SYN_NAME:basalisk stare]
         [SYN_AFFECTED_CLASS:GENERAL_POISON]
         [SYN_IMMUNE_CREATURE:BASALISK:ALL]   [CE_IMPAIR_FUNCTION:SEV:100:PROB:100:RESISTABLE:SIZE_DILUTES:START:5:PEAK:10:END:30]
            [CDI:WAIT_PERIOD:30]
][/spoiler]
Yeah, I found that whole instantaneous syndrome application thong out when making the vampires. Shame half the syndrome effects are borked in adventurer mode and return after you fast travel. I will use that interaction for the gas though, thanks.
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Alem

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Re: Directed Gas Attack Problem
« Reply #8 on: March 11, 2012, 03:02:09 pm »

I actually have gotten a material emission to transmit a syndrome. I tagged it both contact and inhaled, if that makes a difference, but it did work. CE_FLASH_TILE is a wonderful thing to test to see if things are getting applied heh.
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Xangi

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Re: Directed Gas Attack Problem
« Reply #9 on: March 11, 2012, 03:07:51 pm »

The Material Emission standard interaction never transmits syndromes.  You need a custom interaction called something like material emission with syndrome that applies the syndrome to the targeted creature.  And if you have multiple materials you need multiple interactions.

Spoiler (click to show/hide)

Now you may have noticed that if you just want to apply the syndrome to the target, you don't really need a material at all, if so you can create an interaction that just applies the syndrome to a target in the line of sight...

[spoiler
[INTERACTION:SPECIAL_DEATH_CURSE_1]
   [I_SOURCE:CREATURE_ACTION]
   [I_TARGET:A:CREATURE]
      [IT_LOCATION:CONTEXT_CREATURE]
      [IT_CANNOT_TARGET_IF_ALREADY_AFFECTED]
      [IT_MANUAL_INPUT:victim]
   [I_EFFECT:ADD_SYNDROME]
      [IE_TARGET:A]
      [IE_IMMEDIATE]
      [IE_ARENA_NAME:Paralysed]
      [SYNDROME]
         [SYN_NAME:basalisk stare]
         [SYN_AFFECTED_CLASS:GENERAL_POISON]
         [SYN_IMMUNE_CREATURE:BASALISK:ALL]   [CE_IMPAIR_FUNCTION:SEV:100:PROB:100:RESISTABLE:SIZE_DILUTES:START:5:PEAK:10:END:30]
            [CDI:WAIT_PERIOD:30]
][/spoiler]
Yeah, I found that whole instantaneous syndrome application thong out when making the vampires. Shame half the syndrome effects are borked in adventurer mode and return after you fast travel. I will use that interaction for the gas though, thanks.

God damnit, this doesn't work either. Thanks anyway.
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Shooer

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Re: Directed Gas Attack Problem
« Reply #10 on: March 11, 2012, 03:40:23 pm »

A thing I would change is the the time.  Your syndrome lasts only 3 urists, which is no time at all.  Most syndrome effects build up as long as they still effect the target.  You probably are affecting the targets, but the syndrome wears out before any kind of damage is done.
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