Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: New Interaction Tokens  (Read 1351 times)

narhiril

  • Bay Watcher
  • [DUTY_BOUND]
    • View Profile
New Interaction Tokens
« on: March 07, 2012, 10:47:07 am »

New Interaction Tokens

Interactions are great - the most fun I've ever had modding Dwarf Fortress.  Therefore, I feel the inclination to throw out possible ideas to make them even better.

Here are some possible tokens I thought might be useful and (hopefully) pretty easy to implement...


Additional source tokens:


[IS_REQUIRED_AGE:arg1] creature cannot perform interaction until age specified.  Only works in the presence of [I_SOURCE:CREATURE_ACTION].
[IS_SECRET_GOAL:ENTITY:arg1:POSITION:arg2] arguments are an entity name and a position token, target seeks position within entity.
[IS_SECRET_GOAL:VENGEANCE] target goes after the killer of a recently deceased friend or family member.
[IS_SECRET_GOAL:WEALTH] target sells secret for material possessions.
[IS_SECRET_GOAL:ANARCHY] target uses their secret to incite wars.


Additional target tokens:


[IT_REQUIRES:INJURED] interaction can only target a creature with an untreated wound.
[IT_REQUIRES:INFECTION] self explanatory
[IT_REQUIRES_SYNDROME_CLASS:arg1] same as IT_CANNOT_HAVE_SYNDROME_CLASS, but in reverse.
[IT_FORBIDDEN:INJURED]
[IT_FORBIDDEN:INFECTION]


Additional effect tokens:


[I_EFFECT:REMOVE_SYNDROME:arg1] argument is a SYN_CLASS, setting it to NONE removes all syndromes.



Additional CE add/remove tags:


FLIER
FIREIMMUNE
FIREIMMUNE_SUPER
WEBIMMUNE
FLEEQUICK


Other tokens:


[CDI_USAGE_HINT:ALLIES_ONLY]
[CDI_USAGE_HINT:SURROUNDED_BY_ENEMIES:arg1:arg2] argument 1 is a minimum number, argument 2 is a max distance
[CDI_USAGE_HINT:SURROUNDED_BY_ALLIES:arg1:arg2] argument 1 is a minimum number, argument 2 is a max distance
[CDI_USAGE_HINT:LAST_RESORT]
[CDI_USAGE_HINT:HIGH_HAPPINESS]
[CDI_USAGE_HINT:LOW_HAPPINESS]
[CDI_USAGE_HINT:NOT_IN_COMBAT]

[CE_SET_TAME_LEVEL:arg1]  0 = wild, 1 = tame.  Allows for taming of creatures (or releasing them into the wild, lol elves) via interactions.
« Last Edit: March 20, 2012, 09:15:10 pm by narhiril »
Logged

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: New Interaction Tokens
« Reply #1 on: March 10, 2012, 08:32:45 pm »

[CDI_USAGE_HINT:COMBAT_AID]

Or something like that.

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: New Interaction Tokens
« Reply #2 on: March 20, 2012, 08:45:59 pm »

Additional CE add/remove tags:

VERMIN
PET

Really, these two.
Create vermin in workshop, transform to non-vermin creature.
Buy pet, transform to non-pet working member of civ.
Logged
::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

narhiril

  • Bay Watcher
  • [DUTY_BOUND]
    • View Profile
Re: New Interaction Tokens
« Reply #3 on: March 20, 2012, 08:51:20 pm »

Added a bunch more.. Hopefully more people jump on the bandwagon.
« Last Edit: March 20, 2012, 09:13:52 pm by narhiril »
Logged

trees

  • Bay Watcher
  • [MUNDANE]
    • View Profile
Re: New Interaction Tokens
« Reply #4 on: March 25, 2012, 07:15:10 pm »

[CDI_USAGE_HINT:CONFRONTED] - As an example, it would trigger when the vampire responsible for a series of mysterious deaths is confronted - either by an adventurer or the hammerer. It could tie in to the vapor and vermin transformations that Toady mentioned, and could potentially put an end to the bizarre scenarios where a vampire survives their execution but the fortress acts like the problem has been resolved.
Logged
I am often bad at phrasing things - don't hesitate to ask for clarification if something I said doesn't make sense.