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Author Topic: transformational syndrome  (Read 1339 times)

Babylon

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transformational syndrome
« on: April 09, 2012, 02:54:44 pm »

So from what I understand syndromes can now transform people into things, ala the bite of a were creature.  Can this be modded into blood, so that after something is killed its blood will turn dwarves (and other things) into it?  I haven't played with modding syndromes before so I'm not sure where to start to make this happen.
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EmperorJon

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Re: transformational syndrome
« Reply #1 on: April 09, 2012, 03:49:59 pm »

Yes, it's possible, I suggest you begin to look through the interaction examples for werecreatures to see the exact way that they're transformed. From there you'll be have to copy the syndrome that makes a creature transform to the local material definition of blood in your creature.
You'll also need to fiddle with a few things:
Firstly you should make a new syndrome class so your own creature or any other relevant ones are immune.
You will also have to consider that this could happen the moment they get the tiniest bit of blood on them, and as a result it's likely you may see the original transformed creature suddenly fighting a load of other transformed enemies.
You could prevent this fighting by using tags to make them all "undead" and therefore neutral to eachother, but this would also cause them to ignore zombies, necromancers, vampires, etc.
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Babylon

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Re: transformational syndrome
« Reply #2 on: April 09, 2012, 03:56:37 pm »

I don't have a problem with them fighting one another, although I did want to make the transformation delayed so that things with blood on them didn't transform immediately.

How do I make a new syndrome class?
« Last Edit: April 09, 2012, 03:58:08 pm by Babylon »
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Deon

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Re: transformational syndrome
« Reply #3 on: April 09, 2012, 04:04:15 pm »

Check the werebeasts. Delayed syndromes are made by putting a time value after START.
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EmperorJon

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Re: transformational syndrome
« Reply #4 on: April 09, 2012, 04:42:44 pm »

Most creatures have [CREATURE_CLASS:GENERAL_POISON], and the syndrome can have an affected class. So if you make your creature a different class you can make it not affect them. You can also make it not affect individual creatures and castes, IIRC... but I'm not sure about that.
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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.

Babylon

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Re: transformational syndrome
« Reply #5 on: April 09, 2012, 05:01:56 pm »

I made this

Spoiler (click to show/hide)

It's based on rabbits.  I have the start on the syndrome set really short so I can test the effects.  Currently in the arena it seems to turn dwarves into toads.  Anyone know why this would be?  I want it to turn them into dust bunnies.
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GreatWyrmGold

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Re: transformational syndrome
« Reply #6 on: April 09, 2012, 08:39:38 pm »

Toads are the first creature in the raws, so when the game is confused it sets the creature to them. You probably left something out about what critter they turn into.
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Fishybang

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Re: transformational syndrome
« Reply #7 on: April 10, 2012, 12:05:46 am »

dont know if it means anything but you have {GOOD] insted of [GOOD]
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Babylon

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Re: transformational syndrome
« Reply #8 on: April 10, 2012, 05:03:06 pm »

Thanks fishy.

I figured out why toads.  I made them DEFAULT when apparently I have to pick a caste, so now they turn into female dustbunnies.
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Kaleb702 Games

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Re: transformational syndrome
« Reply #9 on: April 10, 2012, 05:21:41 pm »

Thanks fishy.

I figured out why toads.  I made them DEFAULT when apparently I have to pick a caste, so now they turn into female dustbunnies.

Oh, that has to suck. You turn into a bunny, then it turns out you're made of dust and your 'dwarven hammer' is missing.

*studies modding powers revealed in this thread*
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Babylon

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Re: transformational syndrome
« Reply #10 on: December 04, 2012, 03:44:20 pm »

So I tried to update this to use in the current version.  I changed a few things, removed the grazer tag and made my dustbunnies the size of turkeys, because they weren't getting blood on stuff otherwise.  However they are all suffocating, does anyone know why this would happen?  Here are the raws I am using.

Spoiler (click to show/hide)
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i2amroy

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Re: transformational syndrome
« Reply #11 on: December 04, 2012, 03:58:18 pm »

Is your errorlog.txt saying anything?

Also for future reference your raws are much more readable if you use ['code]['/code] tags (without the ' of course). Then they will look exactly like they do in the raws instead of us getting weird things like this:

[BODY:QUADRUPED:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GU

TS:ORGANS:THROAT:NECK:SPINE:BRAIN:SKULL:4TOES_FQ_REG:

5TOES_RQ_REG:MOUTH:TONGUE:RODENT_TEETH:RIBCAGE]

Which is incredibly difficult to read due to the weird line breaks.
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Babylon

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Re: transformational syndrome
« Reply #12 on: December 04, 2012, 04:42:57 pm »

The errorlog doesn't say anything.
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Babylon

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Re: transformational syndrome
« Reply #13 on: December 04, 2012, 04:44:53 pm »

It was those breaks in the data.  I took those out and now it works fine.
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