Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Adventure mode Transforming/regenerating.  (Read 575 times)

TheEngine

  • Bay Watcher
    • View Profile
Adventure mode Transforming/regenerating.
« on: March 02, 2014, 03:05:42 pm »

How the hell do i go about doing this, i've looked at some forum posts but everything i seem to do does nothing. Can some one help me please?
Logged

Hugo_The_Dwarf

  • Bay Watcher
  • Modding Mentor
    • View Profile
    • Regeneration: Forced Evolution
Re: Adventure mode Transforming/regenerating.
« Reply #1 on: March 02, 2014, 03:20:42 pm »

well transformations instantly recover all wounds and lost limbs, you also drop all your gear too so make sure to pick it back up.

there are a few ways of doing it:
make a material that on injestion transforms you to something for a few seconds and reverts you back

[SYNDROME]
           [SYN_NAME:transform heal]
           [SYN_INGESTED]
           [CE_BODY_TRANSFORMATION:START:0:END:20]
                 [CE:CREATURE:DWARF:MALE]

or create an interaction that applies this syndrome
you will be transformed for 20 ticks which is like seconds in game time and revert back fully healed.
Logged

TheEngine

  • Bay Watcher
    • View Profile
Re: Adventure mode Transforming/regenerating.
« Reply #2 on: March 02, 2014, 09:41:33 pm »

How would i make a reaction so i could craft say a potion, im still new to raw editing and i have no idea where to begin.
Logged

Hugo_The_Dwarf

  • Bay Watcher
  • Modding Mentor
    • View Profile
    • Regeneration: Forced Evolution
Re: Adventure mode Transforming/regenerating.
« Reply #3 on: March 02, 2014, 10:16:41 pm »

Well the first reaction since this is regarding adventure mode is looking at the MAKE_SHARP_ROCK reaction buried in "reaction_other.txt"

Code: [Select]
[REACTION:MAKE_SHARP_ROCK]
[NAME:make sharp rock]
[ADVENTURE_MODE_ENABLED] --This here lets you use this as an adventurer
[REAGENT:tool stone:1:ROCK:NONE:NONE:NONE][NO_EDGE_ALLOWED]
[REAGENT:hammerstone:1:ROCK:NONE:NONE:NONE][PRESERVE_REAGENT][NO_EDGE_ALLOWED]
[PRODUCT:100:1:ROCK:NONE:GET_MATERIAL_FROM_REAGENT:tool stone:NONE][FORCE_EDGE]
[SKILL:KNAPPING]

so we now have an example to work with, now we need a material lets look at the first one that comes to mind MUSHROOM_HELMET_PLUMP in "plant_standard.txt" first entry there. now inside it we will see this:

Code: [Select]
...
[USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE]
The material template is just called "alcohol" so we need to give it a proper name.
[STATE_NAME_ADJ:ALL_SOLID:frozen dwarven wine]
[STATE_NAME_ADJ:LIQUID:dwarven wine]
[STATE_NAME_ADJ:GAS:boiling dwarven wine]
We also set a few more numbers to distinguish the alcohol from the template.
[MATERIAL_VALUE:2]
[DISPLAY_COLOR:5:0:0]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[PREFIX:NONE]
[DRINK:LOCAL_PLANT_MAT:DRINK]
...

So now we have our second example. Where I want to start is showing you how to make the "potion" inside our plant (plump helmet) I want you to paste this just under [DRINK:LOCAL_PLANT_MAT:DRINK]

Code: [Select]
[USE_MATERIAL_TEMPLATE:POTION:PLANT_ALCOHOL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:frozen healing potion of transformation]
[STATE_NAME_ADJ:LIQUID:healing potion of transformation]
[STATE_NAME_ADJ:GAS:boiling potion]
[MATERIAL_VALUE:200]
[DISPLAY_COLOR:5:0:0]
[EDIBLE_RAW]
[SYNDROME] -- This starts the effects we want
            [SYN_NAME:transform heal]
            [SYN_INGESTED] -- The trigger that sets the below effects
            [CE_BODY_TRANSFORMATION:START:0:END:20] -- This here starts the transformation starts right away and ends in 20 ticks (100 ticks is one real life second)
                [CE:CREATURE:DWARF:MALE] -- Just picked this one because I know it works
[PREFIX:NONE]

this creates the healing potion material we need now we just need a reaction. Back to the top example "MAKE_SHARP_ROCK" we are going to create a whole new reaction:

Code: [Select]
[REACTION:MAKE_HEAL_POTION]
[NAME:make healing potion]
[ADVENTURE_MODE_ENABLED] -- once again so adventurers can use it with "x" I think
[REAGENT:waterskin/flask:1:FLASK:NONE:NONE:NONE] --we need a container which is a flask/waterskin
[EMPTY]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:1:DRINK:NONE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:POTION] -- here we grab that new material we made in the plump helmet
[PRODUCT_TO_CONTAINER:waterskin/flask] -- Puts the drink into the flask that we used.
[SKILL:BREWING] -- brewing why the hell not?

Now remember these steps:

  • Make the material with the effects you want.
  • Make the reaction that will bring this material into the world
  • Test it quickly in arena mode(to prevent too much time genning new worlds)

Once it works (and im positive this will work) you can now gen worlds and make all the healing pots you need, right now I left out "ingredients" because in adv mode it's deathly hard to come by items to use. PM me this is having some errors (include the errorlog regarding the reaction/material too)
Logged

TheEngine

  • Bay Watcher
    • View Profile
Re: Adventure mode Transforming/regenerating.
« Reply #4 on: March 02, 2014, 10:24:22 pm »

Thank you SO much, im starting to get a little understanding of how things work, i was reading the wiki but i was just getting confused.
Logged