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Author Topic: Transforming Adventurers  (Read 2636 times)

RedReign

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Transforming Adventurers
« on: June 26, 2012, 08:42:14 pm »

I need some help with modding.
I'm trying to mod DF for a few things:

1. Playing as an outsider of a special race is possible.
2. The special race has the ability to transform into another creature (or perhaps multiple creatures?!)
3. This transformation can occur at will, unlike werewolves.

It will essentially be like the "Fear The Night" mod Vampires (which I'm actually basing the raw file on). In fortress mode, the FTN vampires can change into bat form whenever they please, all the while attacking your dwarves. However, when I made the civ entity so that I could play as an ancient vampire outsider, I could find no way to use that ability. However, I could bite people, who would then turn into vampires and then start flying around as bats, attacking me and then eventually turning on their human friends.

I'm interested in making an adventurer outsider who can do this. I have a biiiiit of idea of how I could do this, but... no, actually I'm rather clueless.

Is there some way that I could make the ancient vampire civilization have an ancient vampire entity that had a natural ability to transform in to at least one creature.

Here's what I have so far:
Spoiler (click to show/hide)
I DO NOT take credit for the creature raw.

Here's the entity file for the actual civilization for adventurer mode:
Spoiler (click to show/hide)

If anybody could help me out with this I would be truly grateful.

Thanks in advance for any pointers!
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Putnam

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Re: Transforming Adventurers
« Reply #1 on: June 26, 2012, 09:22:10 pm »

You should be able to, under the "x" menu.

RedReign

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Re: Transforming Adventurers
« Reply #2 on: June 26, 2012, 09:30:44 pm »

That exactly what I tried, but no such luck. Neither a "natural ability" menu nor an "aquired power" menu shows up, which is what I thought would happen. Do I have to add an interaction to the creature or the entity or something?
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Putnam

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Re: Transforming Adventurers
« Reply #3 on: June 26, 2012, 09:32:20 pm »

That exactly what I tried, but no such luck. Neither a "natural ability" menu nor an "aquired power" menu shows up

That means that you don't have the latest version; you're still on 31.25 or earlier. Download the newest version and try again.

RedReign

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Re: Transforming Adventurers
« Reply #4 on: June 26, 2012, 09:43:15 pm »

No, I'm on 34.11. Here's a screenie:
Spoiler (click to show/hide)
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ArKFallen

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Re: Transforming Adventurers
« Reply #5 on: June 26, 2012, 09:54:50 pm »

Judging from the raws Ancient Vampires themselves don't have those abilities. Master Vampires do, so add the CAN_DO_INTERACTION lines from that to the Ancient Vampires but turn the CE_CAN_DO_INTERACTION:START:0 to CAN_DO_INTERACTION:INTERACTION_ID, and delete CDI:INTERACTION:INTERACTION_ID.
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RedReign

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Re: Transforming Adventurers
« Reply #6 on: June 26, 2012, 10:13:25 pm »

Judging from the raws Ancient Vampires themselves don't have those abilities. Master Vampires do, so add the CAN_DO_INTERACTION lines from that to the Ancient Vampires but turn the CE_CAN_DO_INTERACTION:START:0 to CAN_DO_INTERACTION:INTERACTION_ID, and delete CDI:INTERACTION:INTERACTION_ID.

Okay...
Do I add this to creature_vampmegabeast or to interaction_vampire?
Thanks for the help!
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Putnam

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Re: Transforming Adventurers
« Reply #7 on: June 26, 2012, 10:17:49 pm »

creature_vampmegabeast.

RedReign

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Re: Transforming Adventurers
« Reply #8 on: June 26, 2012, 11:11:13 pm »

Okay... I'm still having issues, though I seem to be on the right track.
I added the lines for VAMP_REGEN, VAMP_SPEED, VAMP_STARE, MAS_VAMP_STEALTH, and VAMP_SCREAM from the interaction_vampire file to to creature_vampmegabeast. I added all of the lines from each (which is what I think you're supposed to do?) and changed them like ArKFallen said. So now I have this:
Spoiler (click to show/hide)
From this interaction file:
Spoiler (click to show/hide)

To test, I generated a new world, and chose Adventurer Mode -> Ancient vampire outsider.
opened up the x-menu, scrolled down to natural abilities, and I saw "Hypersonic scream." However, it was the only one on the list. I used it, and in the same turn, I both screamed and turned into a bat. For some reason they were on the same ability...?

I couldn't turn back into humanoid form until I traveled. I guess that's because I have to go into the bat's raw and give him the ability to change back... but I'm not sure. I'll wait for the all-clear from you guys before I try anything that could blow up the game.
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Putnam

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Re: Transforming Adventurers
« Reply #9 on: June 26, 2012, 11:20:55 pm »

You don't want the CE for any of them.

Make sure you're checking your errorlog. right next to the dwarf fortress exe.

RedReign

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Re: Transforming Adventurers
« Reply #10 on: June 26, 2012, 11:32:53 pm »

Woops, I forgot to get rid of that.

But I only do that in creature_vampmegabeast, correct? So I don't have to screw around much with interaction_vampire?

I'm such a derp.
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Putnam

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Re: Transforming Adventurers
« Reply #11 on: June 26, 2012, 11:37:29 pm »

Right.

RedReign

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Re: Transforming Adventurers
« Reply #12 on: June 26, 2012, 11:43:06 pm »

Awesome, it worked!

Thank you for walking me through this, not to mention correcting my careless mistakes.

I feel like I understand modding a little bit better now. Though, chances are I'll be back here tomorrow asking more questions. ;D

Now I shall proceed to make an awesome mod. [/inyourdreams]

Edit: Oh, and is there any way that I can find out which raw file a specific creature is in? Namely, giant bats?
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Putnam

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Re: Transforming Adventurers
« Reply #13 on: June 26, 2012, 11:47:49 pm »

Use notepad++'s find in file feature.

It's either in next_underground or subterranean.

Hugo_The_Dwarf

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Re: Transforming Adventurers
« Reply #14 on: June 27, 2012, 12:23:32 am »

Giant bats are in creature_subbterian (wrong spelling)
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