Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Teleportation Proof of Concept  (Read 4255 times)

blue sam3

  • Bay Watcher
    • View Profile
Teleportation Proof of Concept
« on: February 16, 2012, 05:51:40 am »

In interaction_standard.txt:

Code: [Select]
[INTERACTION:POLYMORPH_TELEPORT]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[CE_BODY_TRANSFORMATION:START:0:END:1]
[CE:CREATURE:BIRD_CROW:DEFAULT]

In c_variation_default.txt:

Code: [Select]
[CREATURE_VARIATION:TELEPORTATION]
[CV_NEW_TAG:CAN_DO_INTERACTION:START:0]
[CDI:ADV_NAME:Cast teleport]
[CDI:INTERACTION:POLYMORPH_TELEPORT]
[CDI:TARGET:A:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:A:1]
[CDI:VERB:teleport:teleports:NA]
[CDI:TARGET_VERB:vanish:vanishes]
[CDI:WAIT_PERIOD:3000]


Then add
Code: [Select]
[APPLY_CREATURE_VARIATION:TELEPORTATION] into the definition for whatever creature you want to be able to do it. Haven't been able to do it as an adventurer yet, and I've no idea how you would control it, but it seems to work otherwise.
« Last Edit: February 16, 2012, 05:55:30 am by blue sam3 »
Logged

EmperorJon

  • Bay Watcher
  • Still waiting...
    • View Profile
Re: Teleportation Proof of Concept
« Reply #1 on: February 16, 2012, 05:55:02 am »

How does this work...?
Logged
I think it's the way towns develop now. In the beginning, people move into a town. Then they start producing tables, which results in more and more tables. Soon tables represent a significant portion of the population, they start lobbying for new laws and regulations, putting people to greater and greater disadvantage...
Link for full quote. 'tis mighty funny.

blue sam3

  • Bay Watcher
    • View Profile
Re: Teleportation Proof of Concept
« Reply #2 on: February 16, 2012, 06:04:15 am »

How does this work...?

It briefly transforms the unit into a vermin creature type, which is capable of teleportation, thus allowing them to move wherever they like in the nearby area, then transforms them back.
Logged

EmperorJon

  • Bay Watcher
  • Still waiting...
    • View Profile
Re: Teleportation Proof of Concept
« Reply #3 on: February 16, 2012, 06:05:06 am »

Oh right, I was unaware crows counted as vermin. Science time.
Logged
I think it's the way towns develop now. In the beginning, people move into a town. Then they start producing tables, which results in more and more tables. Soon tables represent a significant portion of the population, they start lobbying for new laws and regulations, putting people to greater and greater disadvantage...
Link for full quote. 'tis mighty funny.

Trapezohedron

  • Bay Watcher
  • No longer exists here.
    • View Profile
Re: Teleportation Proof of Concept
« Reply #4 on: February 16, 2012, 06:18:49 am »

I think this does not work. I've had my adventurer goblins polymorph accidentally as toads, which are vermin. They seemed to be viewable via the look button.

I think non-vermin becoming vermin has the same effect as producing creatures via reactions, 'cept reversed.

You could do this better by polymorphing into a speed:0 creature for just 1 - 3 seconds.

Logged
Thank you for all the fish. It was a good run.

EmperorJon

  • Bay Watcher
  • Still waiting...
    • View Profile
Re: Teleportation Proof of Concept
« Reply #5 on: February 16, 2012, 06:47:28 am »

So... can we create vermin in reactions and use an interaction to turn them to nonvermin!?!?!!!!!!1111  :o
Logged
I think it's the way towns develop now. In the beginning, people move into a town. Then they start producing tables, which results in more and more tables. Soon tables represent a significant portion of the population, they start lobbying for new laws and regulations, putting people to greater and greater disadvantage...
Link for full quote. 'tis mighty funny.

Quietust

  • Bay Watcher
  • Does not suffer fools gladly
    • View Profile
    • QMT Productions
Re: Teleportation Proof of Concept
« Reply #6 on: February 16, 2012, 08:41:15 am »

I don't see any reason why this should work at all - while Units and Vermin come from the same raws, they are completely different things.
Logged
P.S. If you don't get this note, let me know and I'll write you another.
It's amazing how dwarves can make a stack of bones completely waterproof and magmaproof.
It's amazing how they can make an entire floodgate out of the bones of 2 cats.

EmperorJon

  • Bay Watcher
  • Still waiting...
    • View Profile
Re: Teleportation Proof of Concept
« Reply #7 on: February 16, 2012, 08:46:15 am »

Vermin have the General_poison syndrome class, do you know if they can contract syndromes?
Logged
I think it's the way towns develop now. In the beginning, people move into a town. Then they start producing tables, which results in more and more tables. Soon tables represent a significant portion of the population, they start lobbying for new laws and regulations, putting people to greater and greater disadvantage...
Link for full quote. 'tis mighty funny.

Girlinhat

  • Bay Watcher
  • [PREFSTRING:large ears]
    • View Profile
Re: Teleportation Proof of Concept
« Reply #8 on: February 16, 2012, 08:55:43 am »

I haven't looked into this yet, but is it possible to turn a creature into another creature permanently?

Deon

  • Bay Watcher
  • 💀 💀 💀 💀 💀
    • View Profile
Re: Teleportation Proof of Concept
« Reply #9 on: February 16, 2012, 08:59:22 am »

It is. Although polymorphed vermin don't work appropriately, there are weird things which I did not test through yet.

Also you will lose all of your items.
It would be better just to transform into a "mist" creature with extreme speed which cannot attack.
Logged
▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Girlinhat

  • Bay Watcher
  • [PREFSTRING:large ears]
    • View Profile
Re: Teleportation Proof of Concept
« Reply #10 on: February 16, 2012, 09:09:38 am »

More importantly, dragon hearts can be eaten to turn a creature into a dragon!  Let there be chaos!

Also, can you polymorph into a plant?  If you make the target into a plump helmet, what happens?

Reelya

  • Bay Watcher
    • View Profile
Re: Teleportation Proof of Concept
« Reply #11 on: February 16, 2012, 09:52:20 am »

So... can we create vermin in reactions and use an interaction to turn them to nonvermin!?!?!!!!!!1111  :o
Tested turning reaction-created vermin into regular creature, and that doesn't work. What was odd though, is the reaction vermin had no caste, then I applied transform syndrome and they gained a caste ("Honey Bee" => "Honey Bee Worker")

@Girlinhat: i think the transforms expect a creature:caste token, so i don't think you can make a true plant.

Though for fun, i modded plump helmet / dwarven wine to turn drinkers into Plump Helmet Men
« Last Edit: February 16, 2012, 10:16:41 am by Reelya »
Logged

Rumrusher

  • Bay Watcher
  • current project : searching...
    • View Profile
Re: Teleportation Proof of Concept
« Reply #12 on: February 16, 2012, 10:12:00 am »

looks like the only way one could teleport is through dfusion or runesmith if they get updated.
Logged
I thought I would I had never hear my daughter's escapades from some boy...
DAMN YOU RUMRUSHER!!!!!!!!
"body swapping and YOU!"
Adventure in baby making!Adv Homes

Quietust

  • Bay Watcher
  • Does not suffer fools gladly
    • View Profile
    • QMT Productions
Re: Teleportation Proof of Concept
« Reply #13 on: February 16, 2012, 11:01:53 am »

What was odd though, is the reaction vermin had no caste,
I see that Toady hasn't yet fixed this bug...
Logged
P.S. If you don't get this note, let me know and I'll write you another.
It's amazing how dwarves can make a stack of bones completely waterproof and magmaproof.
It's amazing how they can make an entire floodgate out of the bones of 2 cats.

Reelya

  • Bay Watcher
    • View Profile
Re: Teleportation Proof of Concept
« Reply #14 on: February 16, 2012, 11:09:04 am »

Yeah but we have a work-around now with the syndrome giving them a caste, which was my point.
Too bad there's a brick wall between vermin and creatures though...