Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Inflicting a syndrome using an interaction?  (Read 925 times)

KittyTac

  • Bay Watcher
  • Impending Catsplosion. [PREFSTRING:aloofness]
    • View Profile
Inflicting a syndrome using an interaction?
« on: August 24, 2017, 02:39:56 am »

Simply put, I want to make an interaction that inflicts a syndrome that makes EVERY body part explode into gore.
Logged
Don't trust this toaster that much, it could be a villain in disguise.
Mostly phone-posting, sorry for any typos or autocorrect hijinks.

Toxicshadow

  • Bay Watcher
    • View Profile
    • github
Re: Inflicting a syndrome using an interaction?
« Reply #1 on: August 24, 2017, 11:37:52 am »

Simply put, I want to make an interaction that inflicts a syndrome that makes EVERY body part explode into gore.
So use a trailing_vapor_flow with a material with a syndrome as described in my response  to your post in the questions thread. There isn't currently a way to launch something that could tear off limbs, as solid_glob and the item ones don't really work as expected. you can try the dust flow one which could throw around the enemies but then I don't think it would give the syndrome, and it will cause more mayhem than you may have intended. Don't forget to make the cat immune so it doesn't also errupt in blood.
Logged
Quote
'ere the Chias get hungry...

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: Inflicting a syndrome using an interaction?
« Reply #2 on: August 24, 2017, 03:43:10 pm »

Or you could use the ADD_SYNDROME effect

here's an example of an interaction that only explodes legs:

Code: [Select]
        [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]
            [SYNDROME]
                [CE_BLEEDING:SEV:1000:PROB:100:BP:BY_CATEGORY:ARM_UPPER:ALL:START:0:PEAK:500:END:800]
                [CE_IMPAIR_FUNCTION:SEV:1000:PROB:100:BP:BY_CATEGORY:ARM_UPPER:ALL:START:0]
                [CE_BLEEDING:SEV:1000:PROB:100:BP:BY_CATEGORY:ARM_LOWER:ALL:START:0:PEAK:500:END:800]
                [CE_IMPAIR_FUNCTION:SEV:1000:PROB:100:BP:BY_CATEGORY:ARM_LOWER:ALL:START:0]
                [CE_IMPAIR_FUNCTION:SEV:1000:PROB:100:BP:BY_TYPE:GRASP:ALL:START:0]

and here's the CDI:

Code: [Select]
[CDI:INTERACTION:MAGE_OF_SPACE_CREATE_SPACE_ARMS]
[CDI:ADV_NAME:Create space (in place of enemy's arms)]
[CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_CATEGORY:HEAD]
[CDI:VERB:gesture (space creation):gestures (space creation):NA]
[CDI:TARGET_VERB:suddenly feel like your arms are not there:loses all arms]
[CDI:TARGET:A:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:A:100]
[CDI:MAX_TARGET_NUMBER:A:1]
[CDI:WAIT_PERIOD:2000]
« Last Edit: August 24, 2017, 03:45:26 pm by Putnam »
Logged

GLaDOSauR

  • Bay Watcher
    • View Profile
Re: Inflicting a syndrome using an interaction?
« Reply #3 on: August 25, 2017, 11:42:29 am »

Couldn't you copy the spit interaction, but replace the spit with a custom liquid that causes your desired syndrome?
Logged
Everything I say is sigged.  There's no reason to ask if it's ok anymore!

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: Inflicting a syndrome using an interaction?
« Reply #4 on: August 25, 2017, 04:11:20 pm »

Couldn't you copy the spit interaction, but replace the spit with a custom liquid that causes your desired syndrome?

or you could use the ADD_SYNDROME effect