Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: If -> Then  (Read 847 times)

Dunamisdeos

  • Bay Watcher
  • Duggin was the hero we needed.
    • View Profile
If -> Then
« on: November 24, 2012, 04:56:08 pm »

Can conditions be added to a syndrome?

For instance, I want to create a syndrome that swells a dwarf up like a pumpkin, then sets him bleeding and bruising from his everywhere. However, I want these thing to happen together or not at all.

Ergo, If dwarf begins swelling, then bleed and bruise. If not, do nothing.
Logged
FACT I: Post note art is best art.
FACT II: Dunamisdeos is a forum-certified wordsmith.
FACT III: "All life begins with Post-it notes and ends with Post-it notes. This is the truth! This is my belief!...At least for now."
FACT IV: SPEECHO THE TRUSTWORM IS YOUR FRIEND or BEHOLD: THE FRUIT ENGINE 3.0

P(ony)SI

  • Bay Watcher
    • View Profile
Re: If -> Then
« Reply #1 on: November 24, 2012, 05:34:59 pm »

There's no if-then tags. Raws aren't like programming languages.
The best you can do is to cause the creature effects to START at different times.
Logged

GreatWyrmGold

  • Bay Watcher
  • Sane, by the local standards.
    • View Profile
Re: If -> Then
« Reply #2 on: November 24, 2012, 07:20:33 pm »

Can't you put multiple effects in one tag?
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.

Lycaeon

  • Bay Watcher
    • View Profile
Re: If -> Then
« Reply #3 on: November 24, 2012, 07:28:53 pm »

This can be accomplished through a self-targeting interaction transmitted by syndrome.

[CE_CAN_DO_INTERACTION:PROB:10:START:0:END:300]
         [CDI:INTERACTION:YOUR_INTERACTION]
         [CDI:ADV_NAME:infection]
         [CDI:TARGET:A:SELF_ONLY]
         [CDI:WAIT_PERIOD:1200]
         [CDI:FREE_ACTION]

The PROB will be the chance of that symptom taking place, and once it does, the creature will target itself with this interaction:

[INTERACTION:YOUR_INTERACTION]
   [I_SOURCE:CREATURE_ACTION]
   [I_TARGET:A:CREATURE]
      [IT_LOCATION:CONTEXT_CREATURE]
      [IT_CANNOT_TARGET_IF_ALREADY_AFFECTED]
      [IT_MANUAL_INPUT:self]
   [I_EFFECT:ADD_SYNDROME]
      [IE_TARGET:A]
      [IE_IMMEDIATE]
      [SYNDROME]
         [SYN_NAME:infection]
         [CE_your symptoms here]

Just bear in mind that interaction transmitted symptoms are weaker than material transmitted symptoms...so you'll need high SEV numbers (Like around 1000) for a significant effect.
         
Logged
“I want to calm the storm, but the war is in your eyes.
How can I shield you from the horror and the lies?
When all that once held meaning is shattered, ruined, bleeding
And the whispers in the darkness tell me we won’t survive?”

Robosaur

  • Bay Watcher
  • [POOP:INORGANIC: NUCLEAR_BOMBS]
    • View Profile
Re: If -> Then
« Reply #4 on: November 25, 2012, 07:55:00 pm »

but if used on an adventurer, it won't be automatic. Just saying.
Logged
You are a terrible person and the sad truth is deep down you know it.