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Author Topic: The Spellbook - Community Interaction Repository  (Read 140583 times)

narhiril

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Re: The Spellbook - Community Interaction Repository
« Reply #315 on: April 06, 2012, 01:26:09 pm »

The priests/defense mages. When used by NPCs, they just spam the recuperation buff, nothing else, 24/7, whether there are others in the room or not, and I can't get them to stop! They're intended to use their spells on friendlies within LOS, or themselves ONLY when fleeing from combat.

Ideas to solve this? Should I just increase the spells' durations? Waiting time would be an issue in adventure mode when you're trying to buff your entire band. Is there some way I can force them to use the spells as intended/use more than just that one spell?

Separate the self targeting buffs from the friend-targeting buffs, and don't allow them to target_self with the friend-targeting buffs. 

I'm also having an interaction problem.  I'm trying to inflict a deadly paralysis effect with an interaction, but although the syndrome is being given, the targets aren't being paralyzed.  Can anyone see anything wrong with this interaction/syndrome?

Do some syndrome effects work differently when given by interaction?

Spoiler (click to show/hide)

Your syndrome is working, it's just very weak.  For some reason, severity for paralysis seems to need to be a lot higher to have the desired effect.  Turn it up to 20k or so and see what happens.

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Re: The Spellbook - Community Interaction Repository
« Reply #316 on: April 06, 2012, 03:45:05 pm »

That fixed it, thanks!  For some reason, I thought 5000 was max....  I think syndromes delivered by interaction are different than syndromes delivered by poison.  The venomous snake paralysis syndromes are perfectly deadly with a severity of 100.  Perhaps it keeps track of how much you are injected with?  Something to do !!Science!! on, I guess....

Anyway:  For the consideration of the Spellbook thread, I present the spells from Zelda II, the Adventure of Link
Spoiler (click to show/hide)

The material for the Fire spell:
Spoiler (click to show/hide)

And the Bot and Fairy creatures, required for some of the spells
Spoiler (click to show/hide)

Nothing too new here, although it is an example of using interactions to grant other interactions.  The idea is that in adventure mode you can gradually increase your spellbook by finding potions that permanently grant the can_cast interactions, and in fortress mode you can brew drinks that have a chance of bestowing the _yearly versions of the casting interactions, so that you have to keep your fort supplied with the drinks in order to keep the spells.

EDIT:  One interesting point about the Thunder spell is that it has two classes of targets.  Both are hit with the same effect, but target A, of which you must pick 1, has a range of 5, while target B has a range of 15 and can affect an unlimited number of targets.  Since you can't do an interaction unless you can fill in at least 1 of all type of target, this setup prevents the AI from wasting the spell by casting it as soon as a single target steps into its range.  If it has to wait until someone is 5 squares from it, chances are good that there will be other targets within the 15 square radius.  Also note that the same creature can be used for target A and Target B, so once someone gets with 5 of the caster they will be able to use the spell, even if that's the only target.
« Last Edit: April 06, 2012, 03:59:02 pm by D_E »
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Spotter's Guide to Illithids (Genesis mod-mod) genesis 3.19a4 (update canceled)

Hugo_The_Dwarf

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Re: The Spellbook - Community Interaction Repository
« Reply #317 on: May 04, 2012, 01:53:39 pm »

I'm not sure if this is working, and I'm brand new to interactions.

Here is the interaction:

Code: [Select]
[INTERACTION:BP_BUMP_AUTO] --- Might have a plan for medical automations to use this to boost recovering time
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_BP]
[I_TARGET:B:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_MANUAL_INPUT:creature]
[IT_CANNOT_TARGET_IF_ALREADY_AFFECTED]
[IT_IMMUNE_CLASS:REPAIRER] --- cannot target other repair automations
[I_EFFECT:CONTACT]
[IE_TARGET:A]
[IE_TARGET:B]
[IE_IMMEDIATE]
[I_EFFECT:ADD_SYNDROME]
      [IE_TARGET:B]
      [IE_IMMEDIATE]
      [IE_ARENA_NAME:Repairing]
      [SYNDROME]
             [SYN_NAME:been repaired]
             [SYN_AFFECTED_CLASS:GENERAL_POISON]
             [SYN_IMMUNE_CREATURE:BASALISK:ALL]   
      [CE_PHYS_ATT_CHANGE:RECUPERATION:1000:0:START:0:END:1024] --- 1000% boost, makes healing very fast

and the usage in the creature:

Code: [Select]
   [CAN_DO_INTERACTION:BP_BUMP_AUTO]
[CDI:ADV_NAME:Repair]
[CDI:USAGE_HINT:GREETING]
[CDI:BP_REQUIRED:BY_CATEGORY:HAND]
[CDI:VERB:perform diagnostic:performs diagnostic:NA]
[CDI:TARGET:A:SELF_ONLY]
[CDI:TARGET:B:TOUCHABLE]
[CDI:TARGET_RANGE:B:1]
[CDI:MAX_TARGET_NUMBER:B:1]
[CDI:WAIT_PERIOD:500]

What I want is it to touch another creature, give it a healing boost for a day (and making it impossible to touch it again until the effect has worn off)
It's surpose to be a repair automation, so it's skills in making other automations heal faster makes it useful. But I have no idea what I'm doing and can't tell if it works, since repair automations can use it on the same auto no matter what. And I can't see if the syndrome is applied in the arena.
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D_E

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Re: The Spellbook - Community Interaction Repository
« Reply #318 on: May 04, 2012, 04:07:32 pm »

At least for a while, [IT_CANNOT_TARGET_IF_ALREADY_AFFECTED] seemed to make it so a creature could only be affected by an interaction once in it's life, even if the interaction had long since worn off.

To make them unable to be targeted twice, use [IT_CANNOT_HAVE_SYNDROME_CLASS:] and [SYN_CLASS:], as in the zelda interactions above.

________

If you can't see the syndrome name in the area, doesn't that mean it isn't working?  Do you get messages about them bumping each-other?

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Hugo_The_Dwarf

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Re: The Spellbook - Community Interaction Repository
« Reply #319 on: May 04, 2012, 06:18:18 pm »

I get messages that they "perform dianogstic" on me but no effect is applied and they use it whenever I get close.

I know I probally made it completely wrong, how i know this. It's my first try at an interaction

EDIT:
But I'll try your suggestion, could it be the fact I have a I_EFFECT:CONTACT and a I_EFFECT:ADD_SYNDROME? or does that not matter?
Maybe I should just look at Meph's Healing interaction, and see how he did his.
« Last Edit: May 04, 2012, 06:19:53 pm by Hugo_The_Dwarf »
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Putnam

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Re: The Spellbook - Community Interaction Repository
« Reply #320 on: May 04, 2012, 06:21:00 pm »

How do you know no effect is applied? Check your z stats for recuperation.

Hugo_The_Dwarf

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Re: The Spellbook - Community Interaction Repository
« Reply #321 on: May 04, 2012, 08:10:00 pm »

How do you know no effect is applied? Check your z stats for recuperation.
Just did a quick test, still says avg. recup.

Herp da derp,

[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_IMMUNE_CREATURE:BASALISK:ALL]

I think this might be the issue...

Removed those lines and now the syndrome shows up in the 'z' view of the creature, The creature still says it has avg. recup.
But I now know the syndrome is being applied, I probally got numbers where numbers shouldn't be
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Lycaeon

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Re: The Spellbook - Community Interaction Repository
« Reply #322 on: May 04, 2012, 08:16:02 pm »

Are you testing this in arena mode? I don't believe numerical or percentage attribute changes show up there (Everything is fixed as average unless trained). Rate change syndromes will still apply though.
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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?”

Hugo_The_Dwarf

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Re: The Spellbook - Community Interaction Repository
« Reply #323 on: May 04, 2012, 08:20:38 pm »

Are you testing this in arena mode? I don't believe numerical or percentage attribute changes show up there (Everything is fixed as average unless trained). Rate change syndromes will still apply though.
Yes in arena mode, I guess I should run a fort test.
I did not know this tid bit of info
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Putnam

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Re: The Spellbook - Community Interaction Repository
« Reply #324 on: May 04, 2012, 08:28:32 pm »

How do you know no effect is applied? Check your z stats for recuperation.
Just did a quick test, still says avg. recup.

Herp da derp,

[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_IMMUNE_CREATURE:BASALISK:ALL]

I think this might be the issue...

Removed those lines and now the syndrome shows up in the 'z' view of the creature, The creature still says it has avg. recup.
But I now know the syndrome is being applied, I probally got numbers where numbers shouldn't be

You're looking in the wrong place. You need to look in the description--I know that it shows up there, but I don't think that it shows up in your stats screen.

Silverbit

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Re: The Spellbook - Community Interaction Repository
« Reply #325 on: May 05, 2012, 08:29:42 am »

I'm working on D&D-style monks, but they don't seem to be using their powerup reaction in combat. Also, how do you make a creature target only itself?

MONK CODE (in the human part of creature_standard, as a caste)
Spoiler (click to show/hide)
ANGER INTERACTION (in interaction_standard)
Spoiler (click to show/hide)
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Putnam

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Re: The Spellbook - Community Interaction Repository
« Reply #326 on: May 05, 2012, 10:41:56 am »

Creatures won't use [CDI:USAGE_HINT:ATTACK] interactions if it's SELF_ONLY.

Silverbit

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Re: The Spellbook - Community Interaction Repository
« Reply #327 on: May 05, 2012, 10:55:54 am »

Ahh, thanks. That makes sense.
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Lurking Grue

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Re: The Spellbook - Community Interaction Repository
« Reply #328 on: May 11, 2012, 02:58:17 pm »

Has anybody made an breath attack that shoots a jet of hot scalding steam? Can it be done using the games built in water material? I know that steam created by water hitting magma is harmless.
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Putnam

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Re: The Spellbook - Community Interaction Repository
« Reply #329 on: May 11, 2012, 05:06:24 pm »

Has anybody made an breath attack that shoots a jet of hot scalding steam? Can it be done using the games built in water material? I know that steam created by water hitting magma is harmless.

You could just make it exactly like water in every RL conceivable way, which basically amounts to these thermal properties:

[SPEC_HEAT:4181]
[MELTING_POINT:10000]
[BOILING_POINT:10180]

But then you should add this:

[MAT_FIXED_TEMP:11800]

Jets aren't possible unless they're fire jets, but trailing flows of steam are.
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