Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Giving necromancers pyromancy  (Read 816 times)

Nathail

  • Bay Watcher
  • Dabbling Modder
    • View Profile
Giving necromancers pyromancy
« on: February 09, 2014, 09:24:37 pm »

I'm trying to recode Necromancers to function more as generic, really powerful warlocks. To that end I modified some code from Genesis and added it to the Necromancer code. However, none of my changes are reflected in the arena. Can anyone help?

The raws:
Code: [Select]
interaction_secret

[OBJECT:INTERACTION]

[INTERACTION:EXAMPLE SECRET]
[I_SOURCE:SECRET]
[IS_NAME:the secrets of life and death]
[IS_SPHERE:DEATH]
[IS_SECRET_GOAL:IMMORTALITY]
[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_LEARN]
[IT_REQUIRES:CAN_SPEAK]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:Warlock]
[SYNDROME]
[CE_DISPLAY_TILE:TILE:165:5:0:1:START:0]
[CE_DISPLAY_NAME:NAME:warlock:warlocks:warlock:START:0]
[CE_ADD_TAG:NOEXERT:NO_AGING:NO_EAT:NO_DRINK:NO_SLEEP:FIREIMMUNE_SUPER:FIREIMMUNE:START:0]
[CE_CAN_DO_INTERACTION:START:0]
[CDI:ADV_NAME:Animate corpse]
[CDI:INTERACTION:EXAMPLE RAISE]
[CDI:TARGET:A:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:A:10]
[CDI:VERB:make a cursed gesture:makes a cursed gesture:NA]
[CDI:TARGET_VERB:shudder and begin to move:shudders and begins to move]
[CDI:WAIT_PERIOD:10]
[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CE_CAN_DO_INTERACTION:START:0]
[CDI:INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:Spray fire]
[CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_CATEGORY:HAND]
[CDI:FLOW:FIREJET]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:1]
[CDI:VERB:make an infernal gesture:makes an infernal gesture:NA]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:150]
[CE_CAN_DO_INTERACTION:START:0]
[CDI:INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:Throw 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:VERB:fling a fireball:flings a fireball:NA]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:120]
[CE_CAN_DO_INTERACTION:START:0]
[CDI:INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:Breath dragonfire]
[CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_CATEGORY:MOUTH]
[CDI:FLOW:DRAGONFIRE]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:10]
[CDI:VERB:shout an infernal phrase:shouts an infernal phrase:NA]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:500]


[INTERACTION:EXAMPLE RAISE]
[I_TARGET:A:CORPSE]
[IT_LOCATION:CONTEXT_ITEM]
[IT_AFFECTED_CLASS:GENERAL_POISON]
[IT_REQUIRES:FIT_FOR_ANIMATION]
[IT_FORBIDDEN:NOT_LIVING]
[IT_MANUAL_INPUT:corpses]
[I_EFFECT:ANIMATE]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:Animated corpse]
[SYNDROME]
[CE_FLASH_TILE:TILE:165:3:0:0:FREQUENCY:2000:1000:START:0]
[CE_PHYS_ATT_CHANGE:STRENGTH:300:1000:TOUGHNESS:300:1000: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:NOEMOTION: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:TRANCES:LIKES_FIGHTING:MISCHIEVOUS:START:0]
« Last Edit: February 09, 2014, 10:07:55 pm by Nathail »
Logged

Demonic Gophers

  • Bay Watcher
    • View Profile
    • The Tunnels
Re: Giving necromancers pyromancy
« Reply #1 on: February 09, 2014, 09:56:03 pm »

As far as I know, the raws in the 'interaction examples' folder aren't actually used.  They're just examples to show how the interaction tokens work, so that we can mod in our own secrets and curses and such.  Use your modified necromancer code to make a file in the 'objects' folder, and then it can be used in world gen.  I believe that if you set 'secrets' to 0 in advanced world gen, then only custom secrets you've added will be used.
Logged
*Digs tunnel under thread.*
I also answer to Gophers and DG.
Quote from: Shades of Gray
*Says something inspiring and quote worthy.*
Opinions are great, they're like onions with pi.

Nathail

  • Bay Watcher
  • Dabbling Modder
    • View Profile
Re: Giving necromancers pyromancy
« Reply #2 on: February 09, 2014, 10:07:36 pm »

That has indeed fixed it. This has, however, brought up a new issue; My warlock is far more flammable than I'd hoped. Does the
Code: [Select]
[CE_ADD_TAG:NOEXERT:NO_AGING:NO_EAT:NO_DRINK:NO_SLEEP:FIREIMMUNE_SUPER:FIREIMMUNE:START:0]
[CE_CAN_DO_INTERACTION:START:0]
line not do what I think it does?
Logged

Clover Magic

  • Bay Watcher
  • [NOCTURNAL]
    • View Profile
Re: Giving necromancers pyromancy
« Reply #3 on: February 09, 2014, 10:12:03 pm »

The FIREIMMUNE tags unfortunately cannot be added with syndromes, according to the wiki.
Logged

Nathail

  • Bay Watcher
  • Dabbling Modder
    • View Profile
Re: Giving necromancers pyromancy
« Reply #4 on: February 09, 2014, 10:18:23 pm »

Well. I don't suppose theres some easy way to make all the materials of a creatures body have obscenely high melting points? Or would that just make them have pre-congealed blood. Tinkering with the fabric of the universe shouldn't be this hard!
Logged

Clover Magic

  • Bay Watcher
  • [NOCTURNAL]
    • View Profile
Re: Giving necromancers pyromancy
« Reply #5 on: February 09, 2014, 10:23:14 pm »

You could try a different syndrome that would change people into a "warlock" creature instead?  Unfortunately you wouldn't be able to keep the "elf/dwarf/human" division, but it would allow you to make them immune to their own spells on a creature level.  Otherwise I don't know how to get around that limitation - if there's a way, it's beyond my modding skill.
Logged

Nathail

  • Bay Watcher
  • Dabbling Modder
    • View Profile
Re: Giving necromancers pyromancy
« Reply #6 on: February 09, 2014, 10:26:15 pm »

That sounds viable. If I mess around enough I should get something interesting. Thanks!
Logged

kiwiphoenix

  • Bay Watcher
    • View Profile
Re: Giving necromancers pyromancy
« Reply #7 on: February 09, 2014, 11:52:52 pm »

Not sure if it's what you're after, but I tried making a mostly-fireproof race recently.
Turns out that all you really need to do is set the ignition point of their skin. 11050 makes them practically immune to fire attacks, but still vulnerable to the occasional unlucky combustion. ~11900 or so should leave them fireproof but not magmaproof.
Logged