Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 [2]

Author Topic: Necromancy failing  (Read 4184 times)

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: Necromancy failing
« Reply #15 on: August 18, 2012, 11:07:02 pm »

An example, as noted by the fact that it says EXAMPLE RAISE.

If you actually put it into the raws (I.E the raw/objects folder) then add it to bronze colossuses, then yeah, it'll work.

random_odd_guy

  • Bay Watcher
    • View Profile
Re: Necromancy failing
« Reply #16 on: August 18, 2012, 11:09:44 pm »

Let me put it this way:

What EXACTLY need I have typed in, and WHERE EXACTLY need it be added, so that the bronze colossus species will have the ability to raise the dead by default?




wait...the necromancer syndrome's tag [CDI:INTERACTION] apparently refers to the interaction it grants, since CE_CAN_DO_INTERACTION cannot specify itsself, so it requires that sub-tag...and that one refers to EXAMPLE RAISE, which means that is the ability im looking for...

what exactly does CE_CAN_DO_INTERACTION do to the creatuere's file
« Last Edit: August 18, 2012, 11:21:50 pm by random_odd_guy »
Logged

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: Necromancy failing
« Reply #17 on: August 18, 2012, 11:22:06 pm »

EXAMPLE RAISE is not in the raws. You need to put it into an interaction raw in your save--the default interaction file will do nicely. Then, you'll need to put the [CAN_DO_INTERACTION:EXAMPLE RAISE] into the bronze colossus raw in your save. CE_CAN_DO_INTERACTION is a syndrome token, not a creature token.

random_odd_guy

  • Bay Watcher
    • View Profile
Re: Necromancy failing
« Reply #18 on: August 18, 2012, 11:27:14 pm »

wait...OH WHAT THE...I was missusing the word "raw" here a lot...(oops...i meant to say TXT file, why did i keep refering to the folder...)i think this caused a lot of our confusion...sorry.


wait, does the [CAN_DO_INTERACTION:EXAMPLE RAISE] need its subtags?
i would assume so, but this is really odd so...



i know that [CE_CAN_DO_INTERACTION] is a syndrome. i was just wondering what it DOES, id assume it adds the corresponding [CAN_DO_INTERACTION] token to the affected creature's .dat file


okay...i copy pasted EXAMPLE_RAISE and all its subtags into the INTERACTION STANDARD file
and put
[CAN_DO_INTERACTION:EXAMPLE RAISE]
      [I_TARGET:A:CORPSE]
         [IT_LOCATION:CONTEXT_ITEM]
         [IT_AFFECTED_CLASS:GENERAL_POISON]
         [IT_REQUIRES:FIT_FOR_ANIMATION]
         [IT_FORBIDDEN:NOT_LIVING]
         [IT_MANUAL_INPUT:corpses]
      [I_EFFECT:ANIMATE]
         [IE_TARGET:A]
         [IE_IMMEDIATE]
         [IE_ARENA_NAME:Animated corpse]
         [SYNDROME]
            [CE_FLASH_TILE:TILE:165:3:0:0:FREQUENCY:2000:1000:START:0]
            [CE_PHYS_ATT_CHANGE:STRENGTH:300:1000:TOUGHNESS:300:1000:START:0]
            [CE_SPEED_CHANGE:SPEED_PERC:60:START:0]
into the bronze colossus' tags under CREATURE_STANDARD (the above is the same as the EXAMPLE RAISE, except with [INTERACTION replaced with [CAN_DO_INTERACTION

its not working...ARGH

okay, i think the problem...is somewhat obviously...that i put the interaction itsself, rather than appropriate CDI tags for the CAN_DO_INTERACTION tag...which should have been obvious...but im kind of derping at the moment...what needs to be under the CAN_DO_INTERACTION tag in the creature's raw file?
oh wait...thats right here
[CE_CAN_DO_INTERACTION:START:0]
            [CDI:ADV_NAME:Animate corpse]
            [CDI:INTERACTION:EXAMPLE RAISE]
            [CDI:TARGET:A:LINE_OF_SIGHT]
            [CDI:TARGET_RANGE:A:10]
            [CDI:VERB:gesture:gestures:NA]
            [CDI:TARGET_VERB:shudder and begin to move:shudders and begins to move]
            [CDI:WAIT_PERIOD:10]
so i guess i should do the obvious thing with these. and add this
[CAN_DO_INTERACTION:EXAMPLE RAISE]
            [CDI:ADV_NAME:Animate corpse]
            [CDI:TARGET:A:LINE_OF_SIGHT]
            [CDI:TARGET_RANGE:A:10]
            [CDI:VERB:gesture:gestures:NA]
            [CDI:TARGET_VERB:shudder and begin to move:shudders and begins to move]
            [CDI:WAIT_PERIOD:10]
instead

okay...WHY DIDNT THAT WORK
« Last Edit: August 18, 2012, 11:46:36 pm by random_odd_guy »
Logged

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: Necromancy failing
« Reply #19 on: August 19, 2012, 12:06:57 am »

It should have. Are you sure you're putting it into your data/save/(world)/raw/objects folder and not just your raw/objects folder?

random_odd_guy

  • Bay Watcher
    • View Profile
Re: Necromancy failing
« Reply #20 on: August 19, 2012, 12:08:12 am »

edit: It seems its finally working. thank you, in any case.


I've been doing both...each attempt...


heres what i have for the bronze colossus, under CREATURE_STANDARD
[CREATURE:COLOSSUS_BRONZE]
   [DESCRIPTION:A gigantic magic statue made of bronze and bent on mayhem.]
   [NAME:bronze colossus:bronze colossuses:bronze colossus]
   [CASTE_NAME:bronze colossus:bronze colossuses:bronze colossus]
   [CREATURE_TILE:'C'][COLOR:6:0:0]
   [MEGABEAST][DIFFICULTY:15] 11 or higher does not get assigned as adv mode quests
      [ATTACK_TRIGGER:80:10000:100000]
   [FANCIFUL]
   [NOPAIN][EXTRAVISION][NOBREATHE][NOSTUN][NONAUSEA][NOEMOTION]
      [CAN_LEARN][CAN_SPEAK][NOEXERT][TRANCES][WEBIMMUNE][NOSTUCKINS][PARALYZEIMMUNE]
   [NO_DIZZINESS]
   [NO_FEVERS]
   [FIREIMMUNE_SUPER]
   [CAN_DO_INTERACTION:EXAMPLE_RAISE]
      [CDI:ADV_NAME:Animate corpse]
      [CDI:TARGET:A:LINE_OF_SIGHT]
      [CDI:TARGET_RANGE:A:10]
      [CDI:VERB:gesture:gestures:NA]
      [CDI:TARGET_VERB:shudder and begin to move:shudders and begins to move]
      [CDI:WAIT_PERIOD:10]
   [CAN_DO_INTERACTION:MATERIAL_EMISSION]
      [CDI:ADV_NAME:Breath fire]
      [CDI:USAGE_HINT:ATTACK]
      [CDI:BP_REQUIRED:BY_CATEGORY:MOUTH]
      [CDI:FLOW:DRAGONFIRE]
      [CDI:TARGET:C:LINE_OF_SIGHT]
      [CDI:TARGET_RANGE:C:15]
      [CDI:MAX_TARGET_NUMBER:C:1]
      [CDI:WAIT_PERIOD:50]
   [FLIER]
   [BUILDINGDESTROYER:2]
   [LARGE_PREDATOR]
   [NO_DRINK][NO_EAT][NO_SLEEP]
   [SPHERE:METALS]
   [SPHERE:STRENGTH]
   [SPHERE:WAR]
   [NOT_LIVING]
   [CANOPENDOORS]
   [NOT_BUTCHERABLE]
   [BIOME:ANY_LAND]
   [EQUIPS]
   [NOFEAR]
   [PREFSTRING:height]
   [NOBONES]
   [BODY:NEUTRAL:HUMANOID:2WINGS:2EYES:2EARS:NOSE:HUMANOID_JOINTS:5FINGERS:5TOES]
   [NO_THOUGHT_CENTER_FOR_MOVEMENT]
   [TISSUE:ADAMANTINE]
      [TISSUE_NAME:adamantine:adamantine]
      [TISSUE_MATERIAL:INORGANIC:ADAMANTINE]
      [MUSCULAR]
      [HEALING_RATE:1]
      [FUNCTIONAL]
      [STRUCTURAL]
      [RELATIVE_THICKNESS:1]
      [CONNECTS]
      [TISSUE_SHAPE:LAYER]
   [TISSUE_LAYER:BY_CATEGORY:ALL:ADAMANTINE]
   [BODY_SIZE:0:0:20000000]
   [BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
   [BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
   [ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]
      [ATTACK_SKILL:GRASP_STRIKE]
      [ATTACK_VERB:punch:punches]
      [ATTACK_CONTACT_PERC:100]
      [ATTACK_FLAG_WITH]
      [ATTACK_PRIORITY:MAIN]
   [ATTACK:KICK:BODYPART:BY_TYPE:STANCE]
      [ATTACK_SKILL:STANCE_STRIKE]
      [ATTACK_VERB:kick:kicks]
      [ATTACK_CONTACT_PERC:100]
      [ATTACK_FLAG_WITH]
      [ATTACK_PRIORITY:SECOND]
   [ITEMCORPSE:STATUE:NO_SUBTYPE:INORGANIC:BRONZE]
   [ITEMCORPSE_QUALITY:5]
   [DIURNAL]
   [LAIR:SHRINE:100]
   [SWIMS_LEARNED][SWIM_SPEED:2500]

heres what i have for EXAMPLE RAISE under INTERACTION_STANDARD
[INTERACTION:EXAMPLE_RAISE]
   [I_TARGET:A:CORPSE]
      [IT_LOCATION:CONTEXT_ITEM]
      [IT_AFFECTED_CLASS:GENERAL_POISON]
      [IT_REQUIRES:FIT_FOR_ANIMATION]
      [IT_FORBIDDEN:NOT_LIVING]
      [IT_MANUAL_INPUT:corpses]
   [I_EFFECT:ANIMATE]
      [IE_TARGET:A]
      [IE_IMMEDIATE]
      [IE_ARENA_NAME:Animated corpse]
      [SYNDROME]
         [CE_FLASH_TILE:TILE:165:3:0:0:FREQUENCY:2000:1000:START:0]
         [CE_PHYS_ATT_CHANGE:STRENGTH:300:1000:TOUGHNESS:300:1000:START:0]
         [CE_SPEED_CHANGE:SPEED_PERC:60:START:0]
         [CE_ADD_TAG:NO_AGING:NOT_LIVING:OPPOSED_TO_LIFE:EXTRAVISION:NOEXERT:NOPAIN:NOBREATHE:NOSTUN:NONAUSEA:NO_DIZZINESS:NO_FEVERS:NOEMOTION:PARALYZEIMMUNE:NOFEAR:NO_EAT:NO_DRINK:NO_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST:NOTHOUGHT:NO_THOUGHT_CENTER_FOR_MOVEMENT:NO_CONNECTIONS_FOR_MOVEMENT:START:0]
         [CE_REMOVE_TAG:HAS_BLOOD:TRANCES:LIKES_FIGHTING:MISCHIEVOUS:START:0]

i dont know whats wrong, but when i enter adventure mode (as a bronze colossus) and hit x, the menu comes up, and under the NATRAL ABILITIES section, are UNKNOWN INTERACTION and BREATH FIRE


odd, it DOES have it in arena mode by default...you know what...time for a new world
« Last Edit: August 19, 2012, 12:39:47 am by random_odd_guy »
Logged

random_odd_guy

  • Bay Watcher
    • View Profile
Re: Necromancy failing
« Reply #21 on: August 19, 2012, 01:22:36 am »

FOR CRYING OUT LOUD

new problem, my undead minions are HOSTILE to me...what tag do i need in my colossus -_-...

okay...so undead hate me...but for some reason other necromancers don't...
« Last Edit: August 19, 2012, 04:01:32 am by random_odd_guy »
Logged

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: Necromancy failing
« Reply #22 on: August 19, 2012, 10:40:14 am »

[OPPOSED_TO_LIFE] is what you need for that.

GreatWyrmGold

  • Bay Watcher
  • Sane, by the local standards.
    • View Profile
Re: Necromancy failing
« Reply #23 on: August 19, 2012, 11:01:42 am »

Or just grab and throw your minions at enemies.
Logged
Sig
Are you a GM with players who haven't posted? TheDelinquent Players Help will have Bay12 give you an action!
[GreatWyrmGold] gets a little crown. May it forever be his mark of Cain; let no one argue pointless subjects with him lest they receive the same.

random_odd_guy

  • Bay Watcher
    • View Profile
Re: Necromancy failing
« Reply #24 on: August 19, 2012, 03:06:23 pm »

THANK YOU, its working now. I actually SCARED some goblins who tried to ambush me

"Ha-ha-halt in the name of the Gross Devil..." while i have an army of like 20 zombies with me...even THEY know their dead. i guess they are thinking "HOLY CRAP WHO THE HELL DID WE AMBUSH!??"
Logged
Pages: 1 [2]