ROSES, YOU CRAZY PERSON!
Because I updated to 1.1, the syntax changed for teleporters and liquid spawning. Fixed both, read through the teleport script. ... Interaction based teleportation to a random room.
I say three things:
1. Mass Recall (Starcraft-style, teleport all units back home.)
2. Panic Button (When fleeing, trigger teleport home. Linked to itemsyndrome item.)
3. Teleporting invaders. (I can think of so many fun ideas with that.)
Thats awesome. In case its not clear, calling you a crazy person was meant as a compliment.
EDIT: While testing the teleporter I noticed one thing: Teleporting units with syn_class:unit does take the worker, and nearby pets, but not nearby citizens. Is that intended?
EDIT2: Reading through the entire readme atm. A couple of questions:
1. Wrapper. It can add any token from the token.txt to a target? Even those not supported by CE_ADD_TAG ? Lets say you want to add TRAINABLE_WAR to any creature on a workshop/nearby, how would that look? I dont completely understand the example with @ in it. An example inorganic for workshop use would be great.
[INORGANIC:TRAINABLE_WAR]
[USE_MATERIAL_TEMPLATE:STONE_VAPOR_TEMPLATE]
[SYNDROME]
[SYN_CLASS:\AUTO_SYNDROME]
[SYN_CLASS:\COMMAND]
[SYN_CLASS:???]
I ask, because the token adding and the delay@1000 can be used to alter the duration of a reaction. Unit goes in, turns immobile, waits with delay, then does an interaction that triggers createitem, and voila, you can set a timer on when a reaction is supposed to finish. All without that transformation/full-heal/drop-all-gear nonsense.
2. What exactly is a "Silence Effect"? At silence@SILENCE_NATURE...
The entire wrapper script seems to allow all kinds of things, from a very complicated combat system, to a very complicated guild system. Enough to completely swamp one person, thats more something of a community project I guess... fully implementing guilds.
3. Changetile. If I assume correctly, it could be used to freeze water or cause frostbite. Could you please post an example of the syntax to affect tiles one z level ABOVE the worker/unit? I am thinking about a "refrigaration unit" workshop that can freeze water above it if active.
SYN_CLASS:changetile
SYN_CLASS:plan
SYN_CLASS:\WORKER_ID
SYN_CLASS:freeze_large(.txt)
SYN_CLASS:temperature
SYN_CLASS:7600
SYN_CLASS:500
But I dont know how to set up the freeze_large.txt to cover the z level above, instead of freezing/killing the worker.
4. Changetile again. Can it be used to "mine" an area? Artificially replace the inorganic tiles around it with open space, with/without dropping boulders/ores/gems?
5. imbueitem. Not sure if you already had the thought, but it can also be used to curse enemy weapons, or let them rust.
6. can projectile be used for very rare "meteor showers" ? weather that drops boulders on the surface?
7. projectile again. I saw how to make a unit the source of a projectile, but the direction is hardcoded? I cant make another unit on the map the target? (for example using interactions and line of sight) ? But this looks like some seriously cool new siege engines, even with hardcoded direction.
8. Lol, your example for upgradeitem seems to upgrade the suit of leather armor from MDF into a plated hide from kobolds, which is not remotely an upgrade. ^^
Thats all. I only looked at upgradebuilding and upgradeitem previously, but now that I read through everything... Wow, thats pretty awesome.