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Author Topic: Allow vampires to physical attributes  (Read 2066 times)

deama

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Allow vampires to physical attributes
« on: April 06, 2013, 02:29:32 pm »

How do I allow vampires to further gain attributes? Cause I heard that once you become a vampire, you cannot gain attributes anymore.
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Iceblaster

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Re: Allow vampires to physical attributes
« Reply #1 on: April 06, 2013, 02:45:58 pm »

I'm not an expert on modding, but I think that's hardcoded into the game... though you could-in theory-make a race that has the same attributes as a vampire, but gains attributes with the [CAN_LEARN] Tag

Putnam

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Re: Allow vampires to physical attributes
« Reply #2 on: April 06, 2013, 03:00:15 pm »

Yep, hardcoded

deama

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Re: Allow vampires to physical attributes
« Reply #3 on: April 06, 2013, 03:10:54 pm »

Damn; thanks anyway...
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Xangi

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Re: Allow vampires to physical attributes
« Reply #4 on: April 06, 2013, 05:29:43 pm »

Uhh, it's only hardcoded if you are using the default vampires, if you use custom curses you can remove the tags for [NO_PHYS_ATT_GAIN] and [NO_PHYS_ATT_RUST].
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A spooky ghost.

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

deama

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Re: Allow vampires to physical attributes
« Reply #5 on: April 06, 2013, 06:22:22 pm »

Uhh, it's only hardcoded if you are using the default vampires, if you use custom curses you can remove the tags for [NO_PHYS_ATT_GAIN] and [NO_PHYS_ATT_RUST].
Is there a nice custom curse vampire mod thing?
And if I installed one, would I have to restart (I'm a vanilla vampire)?
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Nahere

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Re: Allow vampires to physical attributes
« Reply #6 on: April 06, 2013, 06:34:07 pm »

You could add a syndrome into the blood template in material_template_default.txt that removes [NO_PHYS_ATT_GAIN], which would let you gain attributes on drinking blood. I'm not sure if that would require a regen, but adding custom vampires definitely would.
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deama

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Re: Allow vampires to physical attributes
« Reply #7 on: April 06, 2013, 06:40:10 pm »

You could add a syndrome into the blood template in material_template_default.txt that removes [NO_PHYS_ATT_GAIN], which would let you gain attributes on drinking blood. I'm not sure if that would require a regen, but adding custom vampires definitely would.
Thanks, that'll help me.

Uhh... How would I go about adding this syndrome?

PS: If you don't fancy telling me how to do this "syndrome", then do you know of a nice vampire mod?
« Last Edit: April 06, 2013, 06:43:30 pm by deama »
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Nahere

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Re: Allow vampires to physical attributes
« Reply #8 on: April 06, 2013, 07:18:42 pm »

Go into material_template_default.txt in data/save/region[number of save]/raw/objects if you want it to effect your save game or in raw/objects if you want it to effect newly-genned worlds. Search for blood with ctrl-f and add something like this under that block of text:
Code: [Select]
[SYNDROME]
     [SYN_INGESTED]
     [CE_REMOVE_TAG:NO_PHYS_ATT_GAIN:START:0]
I think that should work.
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deama

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Re: Allow vampires to physical attributes
« Reply #9 on: April 06, 2013, 07:28:12 pm »

Ok, I'll try that, is there an easy way to test this?
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Putnam

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Re: Allow vampires to physical attributes
« Reply #10 on: April 06, 2013, 07:30:44 pm »

Punch something, check with that script I just wrote.

deama

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Re: Allow vampires to physical attributes
« Reply #11 on: April 06, 2013, 07:56:49 pm »

It seems to work; thanks for the help.
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deama

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Re: Allow vampires to physical attributes
« Reply #12 on: April 06, 2013, 09:02:43 pm »

The stats increase fine, but the speed is stuck on 1290; before I became a vampire, it used to be 1809...
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Xangi

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Re: Allow vampires to physical attributes
« Reply #13 on: April 06, 2013, 10:13:05 pm »

The stats increase fine, but the speed is stuck on 1290; before I became a vampire, it used to be 1809...
That's just a thing that happens when you become undead. You can use [CE_SPEED_CHANGE] to adjust it.
Also in reference to this:
Uhh, it's only hardcoded if you are using the default vampires, if you use custom curses you can remove the tags for [NO_PHYS_ATT_GAIN] and [NO_PHYS_ATT_RUST].
Is there a nice custom curse vampire mod thing?
And if I installed one, would I have to restart (I'm a vanilla vampire)?
I made pretty much the first vampire mod for 34.XX (though I didn't upload it until 34.02 or 34.03 I believe), and yes you will have to restart to have the changes take effect. In order to replace the vanilla curses you must set the number of curses in advanced worldgen to zero. FTN has several templates which do this by default. The interaction raws are actually quite simple, so if you want to make your own I'd suggest just looking at the interaction example raws included with DF.
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A spooky ghost.

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

deama

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Re: Allow vampires to physical attributes
« Reply #14 on: April 07, 2013, 07:33:47 am »

The stats increase fine, but the speed is stuck on 1290; before I became a vampire, it used to be 1809...
That's just a thing that happens when you become undead. You can use [CE_SPEED_CHANGE] to adjust it.
Also in reference to this:
Uhh, it's only hardcoded if you are using the default vampires, if you use custom curses you can remove the tags for [NO_PHYS_ATT_GAIN] and [NO_PHYS_ATT_RUST].
Is there a nice custom curse vampire mod thing?
And if I installed one, would I have to restart (I'm a vanilla vampire)?
I made pretty much the first vampire mod for 34.XX (though I didn't upload it until 34.02 or 34.03 I believe), and yes you will have to restart to have the changes take effect. In order to replace the vanilla curses you must set the number of curses in advanced worldgen to zero. FTN has several templates which do this by default. The interaction raws are actually quite simple, so if you want to make your own I'd suggest just looking at the interaction example raws included with DF.
I think I'd just rather have your custom vampire mod XD.
Could you link it?
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