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Author Topic: [DROW] Discussion and Suggestions (v0.9)  (Read 20751 times)

Meph

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Re: [DROW] Discussion and Suggestions (v0.1)
« Reply #120 on: June 28, 2013, 04:17:52 am »

What do you plan to do with it? I cant see any use, does it do anything else then what can be done with interactions and transformations?
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Putnam

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Re: [DROW] Discussion and Suggestions (v0.1)
« Reply #121 on: June 28, 2013, 05:34:42 am »

That interaction I posted is the use ;)

Anyway, the current one is dumb and doesn't really work too much so imma fix it up more with there.

EDIT: Rereading, I'm not sure if you understand the implications.

Say you have a potion of willful polymorph. You drink it, a menu pops up (this script). You select from the (alphabetized!) list of creatures what creature you want to transform into. You are now that creature, with all that implies. It's a true transform, too.

Heck, I can (and should) come up with a Wabbajack-style affect to go with this. Should be fun.
« Last Edit: June 28, 2013, 05:43:24 am by Putnam »
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Meph

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Re: [DROW] Discussion and Suggestions (v0.1)
« Reply #122 on: June 28, 2013, 05:42:33 am »

I had to read it three more times till it dawned on me.

You transform the creature, get a pop-up ingame, select a creature from this menu, then the drow transforms into this specific creature. Correct?

So instead of "Kobold Druid transforms into Spirit Bear" you could do "Kobold Druid transforms into Anything you want to pick"... or make a single transformation for golems, and then pick if you want sword, spear or hammer-arm. Still correct?

Anyway, in that case it does sound very useful. ;)
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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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Gamerlord

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Re: [DROW] Discussion and Suggestions (v0.1)
« Reply #123 on: June 28, 2013, 05:45:27 am »

I had to read it three more times till it dawned on me.

You transform the creature, get a pop-up ingame, select a creature from this menu, then the drow transforms into this specific creature. Correct?

So instead of "Kobold Druid transforms into Spirit Bear" you could do "Kobold Druid transforms into Anything you want to pick"... or make a single transformation for golems, and then pick if you want sword, spear or hammer-arm. Still correct?

Anyway, in that case it does sound very useful. ;)
YES.

Putnam

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Re: [DROW] Discussion and Suggestions (v0.1)
« Reply #124 on: June 28, 2013, 05:46:37 am »

For golems specifically? Oh, very, very good idea, having a filter on the choosable creatures. Then it would actually be useful.

EDIT: here you go, filterized:

Code: [Select]
local dialog = require('gui.dialogs')
function transform(target,race,caste,length)
    if target==nil then
        qerror("Not a valid target")
    end
local defaultRace = target.enemy.normal_race
local defaultCaste = target.enemy.normal_caste
target.enemy.normal_race = race --that's it???
    target.enemy.normal_caste = caste; --that's it!
dfhack.timeout(length,'ticks',function() target.enemy.normal_race = defaultRace target.enemy.normal_caste = defaultCaste end)
end

function selectCreature(unitID,length,filter) --taken straight from here, but edited so I can understand it better: https://gist.github.com/warmist/4061959/... again. Also edited for syndromeTrigger, but in a completely different way.
    local creatures=df.global.world.raws.creatures.all
    local tbl={}
    local tunit=df.global.world.units.all[unitID]
    for cr_k,creature in ipairs(creatures) do
for ca_k,caste in ipairs(creature.caste) do
local name=caste.caste_name[0]
if name=="" then name="?" end
if not filter or string.find(name,filter) then table.insert(tbl,{name,nil,cr_k,ca_k}) end
end
    end
    local f=function(name,C)
        transform(tunit,C[3],C[4],length)
    end
table.sort(tbl,function(a,b) return a[1]<b[1] end)
    dialog.showListPrompt("Creature Selection","Choose creature:",COLOR_WHITE,tbl,f)
end

local args = {...}
selectCreature(tonumber(args[1]),tonumber(args[2]),args[3])
« Last Edit: June 28, 2013, 05:50:56 am by Putnam »
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Meph

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Re: [DROW] Discussion and Suggestions (v0.1)
« Reply #125 on: June 28, 2013, 05:49:42 am »

Ahhh... now I want to make a constantly evolving zerg-race.  :( Bad Putnam, stop giving me crazy ideas.  :D
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::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
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Gamerlord

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Re: [DROW] Discussion and Suggestions (v0.1)
« Reply #126 on: June 28, 2013, 05:53:08 am »

Ahhh... now I want to make a constantly evolving zerg-race.  :( Bad Putnam, stop giving me crazy ideas.  :D
MAKE THE TYRANID SWARM.

Putnam

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Re: [DROW] Discussion and Suggestions (v0.1)
« Reply #127 on: June 28, 2013, 06:07:36 am »

Here's an (albeit untested) "wabbajack" version of the script that transforms into a random creature (any random creature):

Code: [Select]
function wabbajack(target,length)
    if target==nil then
        qerror("Not a valid target")
    end
local defaultRace = target.enemy.normal_race
local defaultCaste = target.enemy.normal_caste
target.enemy.normal_race = math.random(0,#df.global.world.raws.creatures.all-1)
    target.enemy.normal_caste = math.random(0,#df.global.world.raws.creatures.all[target.enemy.normal_race].caste-1)
dfhack.timeout(math.random(length-(length/2),length*2),'ticks',function() target.enemy.normal_race = defaultRace target.enemy.normal_caste = defaultCaste end)
end

local args = {...}
wabbajack(tonumber(args[1]),tonumber(args[2]))

Repseki

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Re: [DROW] Discussion and Suggestions (v0.1)
« Reply #128 on: June 28, 2013, 06:27:43 am »

"A VILE 3 HEADED DRAGON HAS APPEARED AND IS ATTACKING THE FORTRESS!! IT CAN BREATHE FIRE AND IS THOUSANDS OF YEARS OLD!! BEWARE IT's ABSOLUTE YOU'RE ABOUT TO DIENESS!"

"THE DRAGON HAS TRANSFORMED INTO A LOUSE!! IT IS... It.. it's a louse...."
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Gamerlord

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Re: [DROW] Discussion and Suggestions (v0.1)
« Reply #129 on: June 28, 2013, 07:58:02 am »

So kobolds could actually turn into adamantine colossi whenever?

Dwarf_Eater

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Re: [DROW] Discussion and Suggestions (v0.1)
« Reply #130 on: June 28, 2013, 08:48:33 am »

Today is a good day.
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Meph

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Re: [DROW] Discussion and Suggestions (v0.1)
« Reply #131 on: June 28, 2013, 09:41:39 am »

I want to steal this for Kobold Mode.

"Transform into a random creature", a reaction using psychotropic toad extract. That would be fun. Can I just generate a boiling rock with:

[SYNDROME]
   [SYN_CLASS:\COMMAND] syndromeTrigger command begins here
   [SYN_CLASS:aaahhh, what comes here?][SYN_CLASS:\AND HERE?][SYN_CLASS:I assume the numbers are ticks]

and copy paste your script into a wabbajack.lua and thats it? ^^
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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 :::

Putnam

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Re: [DROW] Discussion and Suggestions (v0.1)
« Reply #132 on: June 28, 2013, 03:46:28 pm »

The first would be "wabbajack", if you put it in wabbajack.lua. The second would be \WORKER_ID for autosyndrome (as opposed to syndromeTrigger). The third is ticks, but note that putting in 100 will make it range from 50 to 200 and putting 403200 will make it last anywhere from half a year to two years.

Putnam

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Re: [DROW] Discussion and Suggestions (v0.1)
« Reply #133 on: June 29, 2013, 02:59:38 pm »

oh god rumrusher just posted a fix spawnunit script

imma edit it to allow for monster summoning

SharpKris

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Re: [DROW] Discussion and Suggestions (v0.1)
« Reply #134 on: June 30, 2013, 03:52:26 am »

i have a good feeling about this  :P
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