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Author Topic: Starting as a Superhuman Necromancer  (Read 1586 times)

fitzitz

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Starting as a Superhuman Necromancer
« on: September 11, 2014, 12:14:38 pm »

How would I got about making a caste of humans (for use in adventure mode) that had maxed out attributes, were undead, and could raise corpses (like necromancers). Obviously this caste would have a pop ratio of 1 to the millions of normal humans so that they weren't regularly encountered.
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fitzitz

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Re: Starting as a Superhuman Necromancer
« Reply #1 on: September 12, 2014, 03:41:42 am »

Anyone?
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YAHG

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Re: Starting as a Superhuman Necromancer
« Reply #2 on: September 12, 2014, 08:12:35 am »

I'm thinking you want to put the effect of the tags the Necromancer secret adds to the target to the creature you want to have innate necromancy.

Code: [Select]
[SYNDROME]
[CE_DISPLAY_TILE:TILE:165:5:0:1:START:0]
[CE_DISPLAY_NAME:NAME:necromancer:necromancers:necromantic:START:0]

This is the syndrome

[CE_ADD_TAG:NOEXERT:NO_AGING:NO_EAT:NO_DRINK:NO_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST: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:gesture:gestures:NA]
[CDI:TARGET_VERB:shudder and begin to move:shudders and begins to move]
[CDI:WAIT_PERIOD:10]


This is an example of spitting (also a creature interaction):

Code: [Select]
[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:Spit]
[CDI:USAGE_HINT:NEGATIVE_SOCIAL_RESPONSE]
[CDI:USAGE_HINT:TORMENT]
[CDI:BP_REQUIRED:BY_CATEGORY:MOUTH]
[CDI:MATERIAL:LOCAL_CREATURE_MAT:SPIT:LIQUID_GLOB]
[CDI:VERB:spit:spits:NA]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:15]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:30]

Now you CAN do as you suggested and give them to humans as a lower probability caste or you can just make a duplicated 'human necromancer' creature and give them an entity that only allows wanderers and is bonecarn or something to kill them off in the worldgen.

Then again it may be simpler to just make a copy of the "meat" material and give it necromancy as an ingested syndrome making this a product of an adventurer mode reaction (meat-> necromancers meat) would make it so that only player adventurers would use it and would also allow for you to have elf/goblin/dwarf/kobold/etc. necromancers whenever you wanted them :)).

This probably needs to be broken into its compenent parts (tags) and just added in manually like all other tags:
Code: [Select]
[CE_ADD_TAG:NOEXERT:NO_AGING:NO_EAT:NO_DRINK:NO_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST:START:0]

This is the Attribute buff from the vampirism example:
Code: [Select]
[CE_PHYS_ATT_CHANGE:STRENGTH:200:0:AGILITY:200:0:TOUGHNESS:200:0:START:0]
This is NOT max attributes, but it can be used in syndromes which could be convenient depending on the route you use.

fitzitz

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Re: Starting as a Superhuman Necromancer
« Reply #3 on: September 14, 2014, 04:57:09 am »

I'm really bad with that sort of thing, would you be able to make the special necromancer meat for me?
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YAHG

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Re: Starting as a Superhuman Necromancer
« Reply #4 on: September 14, 2014, 08:04:05 am »

I'm really bad with that sort of thing, would you be able to make the special necromancer meat for me?

Teach a man to fish...


Nope 8)

Meph

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Re: Starting as a Superhuman Necromancer
« Reply #5 on: September 14, 2014, 10:38:09 am »

Set a man on fire, and he will be warm for the rest of his life.

I agree, I'd rather recommend you reading a bit on the wiki, than having someone spoonfeed a solution. Once you know how to make your necromancer, you are able to do other adventurers too.
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fitzitz

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Re: Starting as a Superhuman Necromancer
« Reply #6 on: September 15, 2014, 06:49:57 am »

Good point. I have been playing around with it a bit, but a lot of it confuses me lol
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