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Author Topic: Necromancer race  (Read 1662 times)

Myokoto

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Necromancer race
« on: January 07, 2015, 12:57:11 pm »

I know that most people will tell me to learn it on my own, but I already have. Even completely following the instructions for the arachnid race, I failed with. I'm absolutely terrible at mods. My question is, please could somebody show me with step by step instructions on how to make a complete copy of the human race, but is not living, is opposed to life, and can raise the dead. Basically a necromancer. This is just for adventure mode, because all of my attempts to take out necromancer towers before have failed miserably been very fun. If it helps, I am using the Lazy Newb Pack.
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Meph

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Re: Necromancer race
« Reply #1 on: January 07, 2015, 12:59:25 pm »

opposed to life would instantly end the game. You need NOT_LIVING. The fitting reaction for the human you find in raw/objects/interaction_examples.

Getting a human adventurer that doesnt die of old age, is friendly to undeads and raises undeads is quite easy to do. Its just adding one tag and one interaction to the humans. Maybe copy the human first, call it human_necro. ;)
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Myokoto

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Re: Necromancer race
« Reply #2 on: January 07, 2015, 01:11:48 pm »

Okay, so would I make a text file called creature_necro, copy across the human data from creature_standard, and then add the tags? Also, what tags do I add and what particular area do I add them to? I'm also feeling a bit more confident now, as I got the arachnid to work a minute ago.
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Meph

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Re: Necromancer race
« Reply #3 on: January 07, 2015, 01:20:11 pm »

Yes.

creature_necromancer.txt

[OBJECT:CREATURE]

here all the stuff from the humans.



Then make a new file called interaction_necromancer.txt

Code: [Select]
interaction_necromancer.txt

[OBJECT:INTERACTION]


[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]

[INTERACTION:MAKE_AGELESS]
   [I_SOURCE:CREATURE_ACTION]
   [I_TARGET:A:CREATURE]
[IT_CANNOT_TARGET_IF_ALREADY_AFFECTED]
[IT_AFFECTED_CLASS:EVIL]
   [IT_LOCATION:CONTEXT_CREATURE]
   [I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
      [CE_ADD_TAG:NO_AGING:START:0]

Then allow your necromancer human to use this interaction. Open your creature_necromancer, go to where the ATTACKS are, and add this:

Code: [Select]
[CAN_DO_INTERACTION:EXAMPLE RAISE]
[CDI:ADV_NAME:Animate corpse]
[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]

and to turn yourself friendly:

Code: [Select]
[CAN_DO_INTERACTION:MAKE_AGELESS]
[CDI:ADV_NAME:become necromancer]
      [CDI:VERB:turn into a necromancer:turns into a necromancer:NA]
      [CDI:TARGET:A:SELF_ONLY]
      [CDI:WAIT_PERIOD:100]
      [CDI:FREE_ACTION]
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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 :::

Myokoto

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Re: Necromancer race
« Reply #4 on: January 07, 2015, 01:27:34 pm »

By at the attacks area, do you mean near material emission, or at attack_punch_bodypart?
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Meph

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Re: Necromancer race
« Reply #5 on: January 07, 2015, 01:33:10 pm »

Humans dont have any material emissions... It really doesnt matter where you put it, anywhere is fine. near the punches, kicks and so forth is where I put it usually.
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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 :::

Myokoto

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Re: Necromancer race
« Reply #6 on: January 07, 2015, 01:43:57 pm »

I followed everything you said, I made a new world, and booted up adventure. Human was completely gone from race selection. There was human outsider, but I crashed when I chose that.
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Myokoto

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Re: Necromancer race
« Reply #7 on: January 07, 2015, 01:44:48 pm »

I had some previous failed mod attempts, so I'm going to try doing it on a fresh install.
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Myokoto

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Re: Necromancer race
« Reply #8 on: January 07, 2015, 02:03:50 pm »

Nope, humans still disappear.
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Meph

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Re: Necromancer race
« Reply #9 on: January 07, 2015, 02:08:23 pm »

Please dont make triple posts. And please post the raws, otherwise no other modder can help you.
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
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Myokoto

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Re: Necromancer race
« Reply #10 on: January 07, 2015, 02:11:56 pm »

This is what I have in creature_necromancer.

Also, maybe I need to have a necromancer thing in entities_default?

Spoiler (click to show/hide)
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Meph

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Re: Necromancer race
« Reply #11 on: January 07, 2015, 02:16:55 pm »

Looks like you ignore one thing I mentioned above: renaming the creature.

Its [CREATURE:HUMAN]. But your creature_standard already has a [CREATURE:HUMAN]. Now you got two at the same time, the game doesnt like that.

Change it to [CREATURE:HUMAN_NECROMANCER] and it should work fine.
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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 :::

Myokoto

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Re: Necromancer race
« Reply #12 on: January 07, 2015, 02:19:15 pm »

Oh, thanks.
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smakemupagus

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Re: Necromancer race
« Reply #13 on: January 07, 2015, 02:23:14 pm »

And yes, you also need a new entity that references your new creature, and with [INDIV_CONTROLLABLE].  I think it doesn't actually need much else if you don't actually care about them forming civilizations.

Myokoto

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Re: Necromancer race
« Reply #14 on: January 07, 2015, 02:24:19 pm »

Okay, I sorted it out. Thanks, guys!
« Last Edit: January 07, 2015, 02:51:18 pm by Myokoto »
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