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Author Topic: The Spellbook - Community Interaction Repository  (Read 139607 times)

Jordan~

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Re: The Spellbook - Community Interaction Repository
« Reply #210 on: February 29, 2012, 03:20:14 am »

I tried adding the interactions etc. for the 'messiah' transformation, but I can't seem to find the slabs - they're listed in legends, but when I go to the places where they're recorded to have been stored, I can't find a trace of them. Something similar happened in vanilla, where a necromancer slab recorded as having been stored in a fortress wasn't there. Does anyone know where they show up? Am I being dumb, and there's some other way to get at the interactions without the slabs?

Apologies for posting the query here - wasn't sure where to put it.
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RysanMarquise

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Re: The Spellbook - Community Interaction Repository
« Reply #211 on: February 29, 2012, 05:49:15 am »

If those places are fortressess of darkness, dwarf forts, or forest retreats then you are out of luck.
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Jordan~

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Re: The Spellbook - Community Interaction Repository
« Reply #212 on: February 29, 2012, 06:18:08 am »

Regular human fort. Same happens with towns and hamlets. Funny thing is, I have seen a tablet in a fort once, but most of the times I've looked I've been over the whole place again and again and not found a trace.
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Eric Blank

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Re: The Spellbook - Community Interaction Repository
« Reply #213 on: February 29, 2012, 02:57:53 pm »

I've successfully learned the secret for the weather material flow interactions from a necromancer tower, but when I try to cast it it does absolutely nothing, with no messages or anything. I'll try to get it to work, though.

Also, does anybody know whether a secret-type interaction can call on multiple spheres, and if so how it treats that?
« Last Edit: February 29, 2012, 03:13:16 pm by Eric Blank »
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Gizogin

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Re: The Spellbook - Community Interaction Repository
« Reply #214 on: February 29, 2012, 05:10:23 pm »

I put these questions in the modding questions thread, but they're being drowned out, so I'm going to ask them here as well:
I have the following plant and reaction:
Spoiler: fluff potion plant (click to show/hide)
Spoiler: brew fluff potion (click to show/hide)

Right now, the reaction puts the drink in a flask/waterskin/vial.  Will my dwarves be able/willing to drink it in this form, or do I need to put it in a barrel instead?
I'm trying to do some stuff with potions and alchemy, and I want to make it so that you have to make one of several "bases" for potions.  The process would go something like this:

Empty flask/flask filled with water + some plant material -> potion base
potion base + ingredient(s) -> potion

My question is this:
How can I make a reaction require a plant's DRINK to be in a flask, and then put the product back in that same flask?  I want it to be usable in adventure mode, and I've been having some trouble getting adventure mode reactions to respect ingredients in containers.
Also, can I require a flask full of water for the first step?
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The Grackle

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Re: The Spellbook - Community Interaction Repository
« Reply #215 on: February 29, 2012, 06:00:00 pm »

I tried adding the interactions etc. for the 'messiah' transformation, but I can't seem to find the slabs - they're listed in legends, but when I go to the places where they're recorded to have been stored, I can't find a trace of them. Something similar happened in vanilla, where a necromancer slab recorded as having been stored in a fortress wasn't there. Does anyone know where they show up? Am I being dumb, and there's some other way to get at the interactions without the slabs?

Apologies for posting the query here - wasn't sure where to put it.
In vanilla, I've had necromancer's towers with no slab, even though it was listed in legends.  It's either a bug or a there's a random chance for them to be there.  Although Secrets can be in books too, so read through all you find. 
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Courtesy Arloban

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Re: The Spellbook - Community Interaction Repository
« Reply #216 on: March 01, 2012, 12:24:40 am »

Since my old vampirates were just the ugliest night creatures I could find and modify, I think they were freaks of evil.  I reinvented them as vampires that are very good at hiding in your fort. They aren't vampires all the time but upon turning they say something piratey.
This goes in interactions
Spoiler (click to show/hide)
and this goes in insults_pirate.txt
Spoiler (click to show/hide)
tested in the arena is hilareous! I don't know what happened to that ]bracket, but it's fixed.
« Last Edit: March 01, 2012, 12:54:04 am by Courtesy Arloban »
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Maybe that the dwarves never died and everyone is just shunning them.
"Wait, what are you doing?  I don't want to go in there!  No, I'm still alive, you can't do this to me!  Is Anybody listening?  Hello... Can someone let me out?  Help me!  Is anyone there?  I'm running out of air!"

PTTG??

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Re: The Spellbook - Community Interaction Repository
« Reply #217 on: March 01, 2012, 12:50:22 am »

Yarr- I mean, sounds good.
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Alkhemia

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Re: The Spellbook - Community Interaction Repository
« Reply #218 on: March 01, 2012, 02:14:19 pm »

Are biome interaction modable?
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monk12

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Re: The Spellbook - Community Interaction Repository
« Reply #219 on: March 01, 2012, 02:51:46 pm »

Hey, remember a while back when we were feeling special for having abilities that debuff the foe and boost the user (thus allowing Life Drain effects, etc)?

It works when the player uses it, but not when the AI does.

Spoiler: The Interaction (click to show/hide)
Spoiler: The Creature (click to show/hide)

So, normally this ability causes a slight debuff to the foe, and a big recuperation buff to the user- I switched it to Agility since that is easier to measure the effect. Now, if you take control of Bulbasaur and use Leech Seed, the foe takes his debuff and you get your big speed boost. BUT, if you spawn a Bulbasaur and take control of, say, a Roc, then when Bulbasaur uses Leech Seed the ROC gets the speed boost and (presumably) the debuff as well.

I'm cross-posting from the Modding Questions thread, and I can report that trying to make TARGET:B:SELF_ONLY causes the creature to never use the ability at all. Still works fine if the player uses it, just not if the mon does. Removing USAGE_HINT:ATTACK makes the mon use it randomly instead of as an attack, which is hardly ideal.

Any ideas?

Courtesy Arloban

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Re: The Spellbook - Community Interaction Repository
« Reply #220 on: March 01, 2012, 02:59:44 pm »

Are biome interaction modable?
yes there's an example in interaction_region.txt, but they don't give you a material to work with so here's one I extracted.
Spoiler (click to show/hide)
And here's Frankenstein's Monster, somewhat different from the book.
Spoiler (click to show/hide)
and Dr. Frankenstein, who could use the books from alchemy instead.
Spoiler (click to show/hide)
« Last Edit: March 01, 2012, 03:05:48 pm by Courtesy Arloban »
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Maybe that the dwarves never died and everyone is just shunning them.
"Wait, what are you doing?  I don't want to go in there!  No, I'm still alive, you can't do this to me!  Is Anybody listening?  Hello... Can someone let me out?  Help me!  Is anyone there?  I'm running out of air!"

Iosis4al1

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Re: The Spellbook - Community Interaction Repository
« Reply #221 on: March 02, 2012, 02:45:37 pm »

Awesome!  I have a few spells I've come up with (with quite a lot of help): 

Spoiler: Ice Spike (click to show/hide)

Spoiler: Arctic Wind (click to show/hide)

Both of these spells require this material:
Spoiler (click to show/hide)

Also, for any creature you want to give these spells to (especially the second one), you'll have to add [SELECT_MATERIAL:ALL][COLDDAM_POINT:NONE].

Cold temperature effects still appear not to work for applying actual frostbite however this old hack appears to still work:

Spoiler (click to show/hide)
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narhiril

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Re: The Spellbook - Community Interaction Repository
« Reply #222 on: March 02, 2012, 03:16:44 pm »

I developed this for my own mod, but seeing that the community needs some more interactions, I'll go ahead and share it for anyone's use.  Tested, works.

Code: [Select]
[INTERACTION:WEARINESS_CURSE]
[I_SOURCE:DEITY]
[IS_USAGE_HINT:MAJOR_CURSE]
[IS_HIST_STRING_1: cursed ]
[IS_HIST_STRING_2: to never again find rest or respite]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_REQUIRES:CAN_LEARN]
[IT_FORBIDDEN:NOT_LIVING]
[IT_FORBIDDEN:SUPERNATURAL]
[IT_CANNOT_HAVE_SYNDROME_CLASS:WERECURSE]
[IT_CANNOT_HAVE_SYNDROME_CLASS:VAMPCURSE]
[IT_CANNOT_HAVE_SYNDROME_CLASS:DISTURBANCE_CURSE]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[SYN_CLASS:DISTURBANCE_CURSE]
[SYN_NAME:eternal weariness]
[CE_ADD_TAG:NOSTUN:NO_SLEEP:NO_PHYS_ATT_GAIN:START:0]
[CE_PHYS_ATT_CHANGE:STRENGTH:70:0:AGILITY:70:0:TOUGHNESS:60:0:START:0]
[CE_MENT_ATT_CHANGE:KINESTHETIC_SENSE:80:0:WILLPOWER:80:0:START:0]

Batmantis

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Re: The Spellbook - Community Interaction Repository
« Reply #223 on: March 02, 2012, 07:19:05 pm »

Spoiler (click to show/hide)

The Secret of Rebirth. Allows polymorph healing, true resurrection, and turning into an angry angel. Thanks to Urist Da Vinci for the orginal Resurrection spell.
Spoiler: Secret of Rebirth v1.3 (click to show/hide)

Resurrection now temporarily super slows the resurrected creature. The healing spell(s) now turn you into a custom bird. You can now look at these transformed creatures without crashing the game.
[/quote][/SPOILER]

Using this as an example, i created a few other secrets; am i to believe this will give Necro's the chance of writing books about them and leading me to the possibility of learning them myself in adventure mode? Thanks in advance.
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thatkid

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Re: The Spellbook - Community Interaction Repository
« Reply #224 on: March 02, 2012, 07:26:31 pm »

Spoiler (click to show/hide)

The Secret of Rebirth. Allows polymorph healing, true resurrection, and turning into an angry angel. Thanks to Urist Da Vinci for the orginal Resurrection spell.
Spoiler: Secret of Rebirth v1.3 (click to show/hide)

Using this as an example, i created a few other secrets; am i to believe this will give Necro's the chance of writing books about them and leading me to the possibility of learning them myself in adventure mode? Thanks in advance.
[/quote]
It will actually spawn Messiahs in world gen, alongside necromancers. The Messiahs will write books about it. The Necromancers will not.
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