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Author Topic: Thread Necromancers and Thread Zombies  (Read 1691 times)

BFEL

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Thread Necromancers and Thread Zombies
« on: August 29, 2012, 06:01:47 am »

Ok so if you want to know WHY I need this, go here http://www.bay12forums.com/smf/index.php?topic=19244.0 but anyway I'm doing this myself and I wanted to make sure I have everything I've done so far correct, also I need to know if its possible to make the interaction change the Necromancers body into a certain material as well as the zombies, particularly I'm trying to change them to Trolliumtm

So heres the Interaction Raws as I have them now
Code: [Select]
interaction_secret

[OBJECT:INTERACTION]

[INTERACTION:EXAMPLE SECRET]
[I_SOURCE:SECRET]
[IS_NAME:the secret art of trolling the interwebs]
[IS_SPHERE:TROLLING]
[IS_SECRET_GOAL:ANNOYANCE]
[IS_SECRET:SUPERNATURAL_LEARNING_POSSIBLE]
[IS_SECRET:MUNDANE_RESEARCH_POSSIBLE]
[IS_SECRET:MUNDANE_TEACHING_POSSIBLE]
[IS_SECRET:MUNDANE_RECORDING_POSSIBLE:objects/text/book_instruction.txt:objects/text/secret_death.txt]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_REQUIRES:MORTAL]
[IT_REQUIRES:CAN_SPEAK]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:Thread Necromancer]
[SYNDROME]
[CE_DISPLAY_TILE:TILE:165:5:0:1:START:0]
[CE_DISPLAY_NAME:NAME:threadromancer:threadromancers:necrothreadic:START:0]
[CE_ADD_TAG:NOEXERT:NO_AGING:LIKES_FIGHTING:NO_EAT:NO_DRINK:NO_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST:START:0]
[CE_CAN_DO_INTERACTION:START:0]
[CDI:ADV_NAME:Animate corpse]
[CDI:INTERACTION:THREAD 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]

[INTERACTION:THREAD RAISE]
[I_TARGET:A:CORPSE]
[IT_LOCATION:CONTEXT_ITEM]
[IT_AFFECTED_CLASS:GENERAL_POISON]
[IT_REQUIRES:FIT_FOR_ANIMATION]
[IT_MANUAL_INPUT:corpses]
[I_EFFECT:ANIMATE]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:Thread Zombie]
[SYNDROME]
[CE_FLASH_TILE:TILE:165:3:0:0:FREQUENCY:2000:1000:START:0]
[CE_PHYS_ATT_CHANGE:STRENGTH:500:1500:TOUGHNESS:500:1500: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: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:MISCHIEVOUS:START:0]

Changes I made: Made the zombies slightly stronger and tougher, stopped it from removing LIKES_FIGHTING and NO_EMOTION and made sure that it adds LIKES_FIGHTING to the Threadromancers, also removed the CAN_LEARN requirement from actually becoming a Threadromancer (trolls never learn :P) also changed the SPHERE of the Threadromancer from DEATH to TROLLING and the secret goal from IMMORTALITY to ANNOYANCE....please tell me if any of this would cause serious issues ingame
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IamanElfCollaborator

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Re: Thread Necromancers and Thread Zombies
« Reply #1 on: August 29, 2012, 07:07:37 am »

Trolling and Annoyance aren't recognized as official spheres and goals.

BFEL

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Re: Thread Necromancers and Thread Zombies
« Reply #2 on: August 29, 2012, 07:11:01 am »

So would that make it impossible for them to turn up? and if so where could I mod them in?
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IamanElfCollaborator

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Re: Thread Necromancers and Thread Zombies
« Reply #3 on: August 29, 2012, 07:29:41 am »

1. Yes.
2. You can't. Those are hardcoded.

BFEL

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Re: Thread Necromancers and Thread Zombies
« Reply #4 on: August 29, 2012, 07:44:11 am »

1.FUCK
2.FFFFFFFFFFFFFFFFFFFFFFFFUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUU
*sigh* changing those two back....so any idea on how to make it change their body materials to this?

Code: [Select]
[TISSUE_TEMPLATE:TROLLIUM_TEMPLATE]
[TISSUE_NAME:trollium:NP]
[TISSUE_MATERIAL:MATERIAL_TEMPLATE:TROLLIUM_TEMPLATE]
[THICKENS_ON_CREATIVITY]
[THICKENS_ON_WILLPOWER]
[MUSCULAR]
[STRUCTURAL]
[FUNCTIONAL]
[HEALING_RATE:50]
[VASCULAR:4]
[CONNECTIVE_TISSUE_ANCHOR]
[RELATIVE_THICKNESS:1]
[CONNECTS]
[COSMETIC]
[STYLEABLE]
[INSULATION:100]
[TISSUE_SHAPE:STRANDS]

[MATERIAL_TEMPLATE:TROLLIUM_TEMPLATE]
[STATE_COLOR:ALL_SOLID:GRAY]
[STATE_NAME:ALL_SOLID:trollium]
[STATE_ADJ:ALL_SOLID:trololol]
[STATE_COLOR:LIQUID:GRAY]
[STATE_NAME:LIQUID:trollium]
[STATE_ADJ:LIQUID:trololololol]
[STATE_COLOR:GAS:GRAY]
[STATE_NAME:GAS:n/a]
[STATE_ADJ:GAS:n/a]
[DISPLAY_COLOR:6:0:1]
[MATERIAL_VALUE:1]
[SPEC_HEAT:4181]
[IGNITE_POINT:10338]
[MELTING_POINT:10078]
[BOILING_POINT:NONE]
[HEATDAM_POINT:10250]
[COLDDAM_POINT:9900]
[MAT_FIXED_TEMP:NONE]
[SOLID_DENSITY:900]
[LIQUID_DENSITY:800]
[MOLAR_MASS:NONE]
[IMPACT_YIELD:70000]
[IMPACT_FRACTURE:560000]
[IMPACT_STRAIN_AT_YIELD:39]
[COMPRESSIVE_YIELD:70000]
[COMPRESSIVE_FRACTURE:560000]
[COMPRESSIVE_STRAIN_AT_YIELD:180]
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IamanElfCollaborator

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Re: Thread Necromancers and Thread Zombies
« Reply #5 on: August 29, 2012, 07:49:57 am »

I'm not sure how to do it with interactions..in fact that's what I'm trying to figure out myself. Ask it over in the Modding Interactions thread, they should know.

BFEL

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Re: Thread Necromancers and Thread Zombies
« Reply #6 on: August 29, 2012, 08:21:23 am »

Ok....now to FIND the modding interactions thread...I was just gonna wait till Xangi (I think thats his tag, something like that) got on and PM him about it since he made the necromancers with steel bones or something, so he should know
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Di

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Re: Thread Necromancers and Thread Zombies
« Reply #7 on: August 29, 2012, 10:39:29 am »

I believe it's done with CE_BODY_TRANSFORMATION, it raises quite a bunch of problem with job assigning though.
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BFEL

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Re: Thread Necromancers and Thread Zombies
« Reply #8 on: August 29, 2012, 12:06:39 pm »

huh, I imagined it would be more something like [CE_SET_TISSUE_LAYER_ALL:TISSUE_TEMPLATE:TROLLIUM_TEMPLATE]
actually I might just try that :P
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i2amroy

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Re: Thread Necromancers and Thread Zombies
« Reply #9 on: August 29, 2012, 03:24:32 pm »

Currently SET_TISSUE_LAYER is not an acceptable interaction token. You can find a list of all of the various interaction tokens here on wiki. As for any other questions you might have (such as potential spheres) you might want to check out the respective pages in the tokens category on the wiki.
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Re: Thread Necromancers and Thread Zombies
« Reply #10 on: August 29, 2012, 04:14:52 pm »

Trolling and Annoyance aren't recognized as official spheres and goals.

Just use Torture.  It's close enough, really.  Death could symbolize the fact that the acts you are refering to involve "dead" threads.

My personal views on Thread Necroing are spoilered, as they aren't relevant to the creation of this mod.  Suffice to say, I love me a good necro, when it involves new info or genuine curiosity/interest.  Though, I guess that counts more as a Thread Ressurrection than a Thread Necro.
Spoiler (click to show/hide)

BFEL

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Re: Thread Necromancers and Thread Zombies
« Reply #11 on: August 29, 2012, 04:39:57 pm »

Ok how the crap do I get both of these effects into the necromancer thing at the same time? EVERY time I reorganize them it just gives me one or the other, not both HOW THE CRAP DO I GET BOTH?
Code: [Select]
[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:Hurl fireball]
[CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_CATEGORY:HAND]
[CDI:FLOW:FIREBALL]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:15]
[CDI:MAX_TARGET_NUMBER:C:3]
[CDI:WAIT_PERIOD:10]

[CE_CAN_DO_INTERACTION:START:0]
[CDI:ADV_NAME:Threadsurrection]
[CDI:INTERACTION:THREAD RAISE]
[CDI:TARGET:A:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:A:1000]
[CDI:VERB:gesture:gestures:NA]
[CDI:TARGET_VERB:shudder and begin to move:shudders and begins to move]
[CDI:WAIT_PERIOD:10]

[INTERACTION:THREAD RAISE]
[I_TARGET:A:CORPSE]
[IT_LOCATION:CONTEXT_ITEM]
[IT_AFFECTED_CLASS:GENERAL_POISON]
[IT_REQUIRES:FIT_FOR_ANIMATION]
[IT_MANUAL_INPUT:corpses]
[I_EFFECT:ANIMATE]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:Thread Zombie]
[SYNDROME]
[CE_FLASH_TILE:TILE:165:3:0:0:FREQUENCY:2000:1000:START:0]
[CE_PHYS_ATT_CHANGE:STRENGTH:500:1500:TOUGHNESS:500:1500:START:0]
[CE_SPEED_CHANGE:SPEED_PERC:60:START:0]
[CE_ADD_TAG:NO_AGING:NOT_LIVING:OPPOSED_TO_LIFE:PRONE_TO_RAGE:3:EXTRAVISION:NOEXERT:NOPAIN:NOBREATHE:NOSTUN:NONAUSEA:NO_DIZZINESS:NO_FEVERS: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:MISCHIEVOUS:START:0]
/code]
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Putnam

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Re: Thread Necromancers and Thread Zombies
« Reply #12 on: August 29, 2012, 11:06:12 pm »

You need  CE_CAN_DO_INTERACTION on both.

Code: [Select]
[CE_CAN_DO_INTERACTION:START:0]
[CDI:INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:Hurl fireball]
[CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_CATEGORY:HAND]
[CDI:FLOW:FIREBALL]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:15]
[CDI:MAX_TARGET_NUMBER:C:3]
[CDI:WAIT_PERIOD:10]

Also, there are absolutely no tokens that aren't on the wiki. You can't just... make them up. If you CAN make something up, the wiki will say so (Creature classes, reaction classes, syndrome classes, etc.)

BFEL

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Re: Thread Necromancers and Thread Zombies
« Reply #13 on: August 30, 2012, 05:12:16 am »

I tried putting CE_CAN_DO_INTERACTION on both, it still keeps just giving me one...wth?
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smakemupagus

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Re: Thread Necromancers and Thread Zombies
« Reply #14 on: August 30, 2012, 06:29:58 am »

Do you want to post the whole thing so people can see it?  Please don't take this the wrong way, but whichever one isn't working, you're probably not doing correctly :)
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