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Author Topic: Modding Question: Syndromes, Vampires, and Fortress Mode.  (Read 1055 times)

Tallcastle

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Modding Question: Syndromes, Vampires, and Fortress Mode.
« on: April 05, 2014, 07:18:04 pm »

I've been playing around with the “Well of Unlife” idea that’s been floating around the forums, and came across a problem people have been having with an all vampire fort, where vamped Dwarves having NO_DRINK being vampires and ALCOHOLIC from being dwarves caused your populous to (understandably) sulk around your fortress at snail speed due to the inability to enjoy your latest batch of +Fisher Berry Wine+.
it seams a workaround was found in THIS TOPIC

It revolved around adding a syndrome to dwarf blood
Code: [Select]
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[SYNDROME]
          [SYN_AFFECTED_CLASS:GENERAL_POISON]
          [SYN_INGESTED]
          [CE_REMOVE_TAG:NO_DRINK:START:0]
Liking the idea, i decided to add
Code: [Select]
[CE_REMOVE_TAG:NO_PHYS_ATT_GAIN:0]so my vampires could continue to develop physical attributes normally after being infected. 

Long Exposition Canceled - Interrupted by actual Questions

Question 1.  Does this fix actually work?
Question 2.  Couldn't i add something like
Code: [Select]
[CE_PHYS_ATT_CHANGE:STRENGTH:20:0:AGILITY:20:0:TOUGHNESS:20:0:START:0]instead?  That way its still possable to raise your vamped dwarves attributes but only by killing off useless migrants nobly sacrificing your Novice Fisherdarf to your vamped Legendary Hammerdwarf.
Question 3.  What do the NUMBERS    (STRENGTH:200:0)   represent? (I'm trying to avoid what could be considered creating an exploit, not make one even worse)
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Hugo_The_Dwarf

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Re: Modding Question: Syndromes, Vampires, and Fortress Mode.
« Reply #1 on: April 05, 2014, 08:14:42 pm »

2. yes but a 20:0 means "current stat is now %20, add 0"
3. STRENGTH:200:0 is take current STRENGTH double it, and add 0
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