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Author Topic: Making a creature emit mist, or a similar material  (Read 2619 times)

Xangi

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Making a creature emit mist, or a similar material
« on: August 21, 2012, 09:09:45 pm »

I'm trying to make a creature that emits mist in an attempt to escape, but I can't seem to get it working.

Code: [Select]
[CREATURE:VAMP_MISTFORM]
[NAME:ball of mist:balls of mist:ball of mist]
[CASTE_NAME:ball of mist:balls of mist:ball of mist]
[CREATURE_TILE:'m'][COLOR:7:0:0]
[SUPERNATURAL]
[NOFEAR][NOEXERT][NOPAIN][NOTHOUGHT][NOBREATHE][NONAUSEA][NOSTUN][NO_EAT][NO_DRINK][NO_SLEEP][NO_DIZZINESS][NO_THOUGHT_CENTER_FOR_MOVEMENT][NOT_LIVING][PARALYZEIMMUNE]
[GENERAL_MATERIAL_FORCE_MULTIPLIER:1:1000]
[POWER][FLIER]
[BONECARN][EXTRAVISION][INTELLIGENT]
[NATURAL_SKILL:STANCE_STRIKE:16]
[NATURAL_SKILL:MELEE_COMBAT:16]
[PREFSTRING:speed]
[PREFSTRING:cool temperature]
[PREFSTRING:small size]
[BODY:BASIC_1PARTBODY:HEART]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[TISSUE:MIST]
[TISSUE_NAME:mist:NP]
[TISSUE_MATERIAL:INORGANIC:MIST]
[TISSUE_MAT_STATE:GAS]
[TISSUE_SHAPE:LAYER]
[MUSCULAR]
[FUNCTIONAL]
[STRUCTURAL]
[RELATIVE_THICKNESS:100]
[CONNECTS]
[TISSUE_LEAKS]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:MIST:MIST:MIST:MIST:MIST]
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[TL_MAJOR_ARTERIES]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BLOOD:LOCAL_CREATURE_MAT:MIST:GAS]
[SECRETION:LOCAL_CREATURE_MAT:MIST:GAS:BY_CATEGORY:ALL:ALL]
[CREATURE_CLASS:POISON_IMMUNE]
[BODY_SIZE:0:0:1000]
[BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[PHYS_ATT_RANGE:STRENGTH:4000:4200:4400:4500:4600:4800:5000]
[PHYS_ATT_RANGE:AGILITY:4000:4200:4400:4500:4600:4800:5000]
[PHYS_ATT_RANGE:TOUGHNESS:4000:4200:4400:4500:4600:4800:5000]
[PHYS_ATT_RANGE:RECUPERATION:4000:4200:4400:4500:4600:4800:5000]
[SPEED:75]
[ALL_ACTIVE]
[MENT_ATT_RANGE:WILLPOWER:4000:4200:4400:4500:4600:4800:5000]
[SWIMS_INNATE][SWIM_SPEED:2500]
[FIXED_TEMP:10050]
[CASTE:DEFAULT]
[NO_GENDER]
[DESCRIPTION:A floating ball of mist, it clouds the area around it, hiding its center.]
[SELECT_CASTE:ALL]
[SELECT_MATERIAL:ALL]
[MULTIPLY_VALUE:100]

As you can see, I tried a [SECRETION] tag, but that doesn't seem to work. I also made the MIST material, so nothing shows up in the errorlog. It just doesn't emit any mist at all.
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i2amroy

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Re: Making a creature emit mist, or a similar material
« Reply #1 on: August 22, 2012, 03:38:35 am »

Just a note here, but wouldn't it be easier to make an interaction with the FLEEING usage hint that just created mist rather then some sort of elaborate "leak out of tissues" plan?
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Xangi

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Re: Making a creature emit mist, or a similar material
« Reply #2 on: August 22, 2012, 12:08:48 pm »

Just a note here, but wouldn't it be easier to make an interaction with the FLEEING usage hint that just created mist rather then some sort of elaborate "leak out of tissues" plan?

I was thinking of that but for the life of me I can't figure out how I did it before. I once had a necromancer spell that emitted a huge cloud of decaying gas, but I can't remember exactly what I did to make it work.

Also the transformation into this would be done primarily on fleeing anyway, so either method would work.
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Previous mod (34.11):
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Meph

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Re: Making a creature emit mist, or a similar material
« Reply #3 on: August 22, 2012, 12:20:06 pm »

Let me guess, a vampire that has an interaction to tranform into unkillable mist-form with the fleeing-usage hint ?
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Xangi

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Re: Making a creature emit mist, or a similar material
« Reply #4 on: August 22, 2012, 01:00:39 pm »

Let me guess, a vampire that has an interaction to tranform into unkillable mist-form with the fleeing-usage hint ?

Maybe.

I saw a demon that could do some kind of mist-dash thing earlier, and I wanted to try to replicate it and see how it worked. This transformation only lasts for 1 time unit, but it's enough to cover a decently large distance (I've already tweaked the speed down from what I posted.)
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Previous mod (34.11):
<<Fear The Night!>>
http://www.bay12forums.com/smf/index.php?topic=103747.0

Meph

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Re: Making a creature emit mist, or a similar material
« Reply #5 on: August 22, 2012, 01:42:23 pm »

If you only need it to safe the creature, why not change the display-tile to something bluey and display-name to "mist", and add the speed by syndrome ? No need for the transformation, which has three problems in itself: 1. Possible crashes from viewing descriptions, 2. dropping of all worn items and 3. doesnt work on already transformed creatures.

In the end you will have the same effect, just without the transformation. I dont think anyone will kill a super-fast fleeing creature in 1 time unit.
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
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Xangi

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Re: Making a creature emit mist, or a similar material
« Reply #6 on: August 22, 2012, 03:16:13 pm »

If you only need it to safe the creature, why not change the display-tile to something bluey and display-name to "mist", and add the speed by syndrome ? No need for the transformation, which has three problems in itself: 1. Possible crashes from viewing descriptions, 2. dropping of all worn items and 3. doesnt work on already transformed creatures.

In the end you will have the same effect, just without the transformation. I dont think anyone will kill a super-fast fleeing creature in 1 time unit.

Indeed, I forgot about the dropping of items. What would the material emission code be then for making a cloud of mist? I can't remember how to do it.

Also I only want them to be able to go about 6 or 7 spaces in one time unit, so it's not super fast, just pretty fast.

And before I forget, I'm making a slightly tweaked version of FTN specifically for Masterwork (Different names for vampires to make them make more sense, possibly a bit more compatibility stuff too, also with the externalized vampire forms so they can be tweaked easily if you want to) so I'll PM you the link to it when it's done. I just think it was a bit silly to have a "Minor Vampire" be stronger than a "Vampire".
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Previous mod (34.11):
<<Fear The Night!>>
http://www.bay12forums.com/smf/index.php?topic=103747.0

i2amroy

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Re: Making a creature emit mist, or a similar material
« Reply #7 on: August 22, 2012, 03:25:30 pm »

1. Possible crashes from viewing descriptions, 2. dropping of all worn items and 3. doesnt work on already transformed creatures.
Actually I believe Toady fixed #3 in the last version, now whichever transformation is applied second will overwrite the first one for as long as it lasts. And #1 can be avoided if you move all of your description tokens into the various castes instead of sticking them at the top of the creature.
i.e.
Code: [Select]
[CASTE:FEMALE]
[FEMALE]
[DESCRIPTION:A medium-sized highly social mammalian carnivore.  It has a keen sense of smell.  It can be trained to obey commands.]
[CASTE:MALE]
[MALE]
[DESCRIPTION:A medium-sized highly social mammalian carnivore.  It has a keen sense of smell.  It can be trained to obey commands.]
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It would be brutally difficult and probably won't work. In other words, it's absolutely dwarven!
Cataclysm: Dark Days Ahead - A fun zombie survival rougelike that I'm dev-ing for.

Xangi

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Re: Making a creature emit mist, or a similar material
« Reply #8 on: August 22, 2012, 03:30:02 pm »

1. Possible crashes from viewing descriptions, 2. dropping of all worn items and 3. doesnt work on already transformed creatures.
Actually I believe Toady fixed #3 in the last version, now whichever transformation is applied second will overwrite the first one for as long as it lasts. And #1 can be avoided if you move all of your description tokens into the various castes instead of sticking them at the top of the creature.
i.e.
Code: [Select]
[CASTE:FEMALE]
[FEMALE]
[DESCRIPTION:A medium-sized highly social mammalian carnivore.  It has a keen sense of smell.  It can be trained to obey commands.]
[CASTE:MALE]
[MALE]
[DESCRIPTION:A medium-sized highly social mammalian carnivore.  It has a keen sense of smell.  It can be trained to obey commands.]

This is actually why I externalized the vampire forms, to fix that crash bug. Also, MULTIPLE TRANSFORMATIONS YOU SAY? THIS SOUNDS FUN...

EDIT: Oh to hell with it, the mist thing isn't working out, I'd have to use 2 interactions at once for it to function properly.
« Last Edit: August 22, 2012, 04:04:14 pm by Xangi »
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A spooky ghost.

Previous mod (34.11):
<<Fear The Night!>>
http://www.bay12forums.com/smf/index.php?topic=103747.0

Meph

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Re: Making a creature emit mist, or a similar material
« Reply #9 on: August 22, 2012, 07:40:07 pm »

Thank xangi, I appreaciate it.

@i2amroy: tested, and the multiple transformations do NOT work.
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::: ☼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 :::

Xangi

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Re: Making a creature emit mist, or a similar material
« Reply #10 on: August 22, 2012, 07:41:58 pm »

Thank xangi, I appreaciate it.

@i2amroy: tested, and the multiple transformations do NOT work.

You're welcome, but the lack of multiple transformations (I tested it too) makes me sad.
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A spooky ghost.

Previous mod (34.11):
<<Fear The Night!>>
http://www.bay12forums.com/smf/index.php?topic=103747.0