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Author Topic: The Index: Interaction Repository  (Read 10322 times)

ArKFallen

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The Index: Interaction Repository
« on: December 15, 2015, 02:07:58 pm »

An interaction repository like the old Spellbook thread except it'll actually update. Someone needs to verify that the thing works as intended before it goes up though. I might do some of them but if it is anything like the old Spellbook...
This is also the newest version of DF. Please don't put things that don't work in the newest version. Eventually things might become obsolete but we'll have a list for that.

Secrets:

Curses:
Vanilla Werewolves

Creature Abilities:
Charged Attack (IndigoFenix)
Goop Mines (Shook)
Hide in Plain Sight (Teldin)
Remove Sapience for adv. butchery (Max™)
Smite Evil (IndigoFenix)

Weather/Region effects:
Savage Good Resurrection (Eric Blank)

Fancy Syndromes:

Related Knowledge:
Splash Damage Spells! (IndigoFenix)
Creature Classes, Multiple Projectiles (Eric Blank)
SYN_IDENTIFIER (Tiler)



DFHack assisted wizardry will either not be included or have its own thing.
« Last Edit: January 08, 2016, 12:32:10 am by ArKFallen »
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ArKFallen

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Re: The Index: Interaction Repository
« Reply #1 on: December 15, 2015, 02:08:39 pm »

saved for future
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ArKFallen

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Re: The Index: Interaction Repository
« Reply #2 on: December 15, 2015, 02:08:59 pm »

just in case things get ridiculous
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jaked122

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Re: The Index: Interaction Repository
« Reply #3 on: December 15, 2015, 06:12:25 pm »

It's early to say that it'll actually update, but good luck.

PTW.

crazyabe

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Re: The Index: Interaction Repository
« Reply #4 on: December 15, 2015, 06:13:11 pm »

PTW
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Max™

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Re: The Index: Interaction Repository
« Reply #5 on: December 15, 2015, 09:54:06 pm »

Toady "fixed" being able to butcher and eat sapients and such, so rather than remove them broadly I put in an interaction to remove the [CAN_LEARN] tag so I can butcher specific targets like before.
Code: (Mark a target to allow adventures to butcher them) [Select]

Add this part to a usage_hint:self_only and usage_hint:attack interaction for your adventuring races
So npcs don't spam tard-ify each other.
[CE_CAN_DO_INTERACTION:START:0]
[CDI:ADV_NAME:Mark target]
[CDI:INTERACTION:MARK]
[CDI:TARGET:A:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:A:10]
[CDI:VERB:mark a target:marks a target:NA]
[CDI:WAIT_PERIOD:10]

[INTERACTION:MARK]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_AFFECTED_CLASS:GENERAL_POISON]
[IT_MANUAL_INPUT:marked target]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[CE_FLASH_TILE:TILE:88:4:0:1:FREQUENCY:2000:500:START:0:END:250]
[CE_REMOVE_TAG:CAN_LEARN:START:0:END:250]

Someone on /dfg/ asked about being able to punch people across the screen and stuff so I tossed up a first try which didn't work, so I figured stacking a few interactions would be easier than trying to figure out when the caps will get hit.

Then while I was doing it I decided to full on nerdify it and make it Saitama's ridiculously implausible training secret from Onepunch Man.

Code: (interaction_onepunch.txt) [Select]
every_single_day

[OBJECT:INTERACTION]

[INTERACTION:ONEPUNCH_TRAINING]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
CE_BP_APPEARANCE_MODIFIER:START:0:BP:BY_CATEGORY:HEAD:HAIR:APPEARANCE_MODIFIER:LENGTH:0
--^-- halp please, can't figure this out --^--
[CE_CAN_DO_INTERACTION:START:0]
[CDI:INTERACTION:100_PUSHUPS]
[CDI:ADV_NAME:100 push-ups]
[CDI:TARGET:A:SELF_ONLY]
[CDI:WAIT_PERIOD:10]
[CE_CAN_DO_INTERACTION:START:0]
[CDI:INTERACTION:100_SITUPS]
[CDI:ADV_NAME:100 sit-ups]
[CDI:TARGET:A:SELF_ONLY]
[CDI:WAIT_PERIOD:10]
[CE_CAN_DO_INTERACTION:START:0]
[CDI:INTERACTION:100_SQUATS]
[CDI:ADV_NAME:100 squats]
[CDI:TARGET:A:SELF_ONLY]
[CDI:WAIT_PERIOD:10]
[CE_CAN_DO_INTERACTION:START:0]
[CDI:INTERACTION:10KM_RUN]
[CDI:ADV_NAME:10 km run]
[CDI:TARGET:A:SELF_ONLY]
[CDI:WAIT_PERIOD:10]

[INTERACTION:100_PUSHUPS]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[CE_ADD_TAG:EXTRAVISION:NOEXERT:NOPAIN:NOFEAR:NO_EAT:NO_DRINK:NO_SLEEP:NOBREATHE:NOSTUN:START:0]
[CE_PHYS_ATT_CHANGE:STRENGTH:500:2500:AGILITY:250:2500:ENDURANCE:250:2500:TOUGHNESS:250:2500:START:0]
[CE_SKILL_ROLL_ADJUST:PERC:125:PERC_ON:100:START:0]
[CE_SPEED_CHANGE:SPEED_PERC:150:START:0]
[CE_MATERIAL_FORCE_MULTIPLIER:MAT_MULT:NONE:NONE:2:3:START:0]
 
[INTERACTION:100_SITUPS]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[CE_ADD_TAG:NO_DIZZINESS:NO_FEVERS:PARALYZEIMMUNE:START:0
[CE_PHYS_ATT_CHANGE:STRENGTH:500:2500:AGILITY:250:2500:TOUGHNESS:250:2500:RECUPERATION:500:2000:START:0]
[CE_SKILL_ROLL_ADJUST:PERC:125:PERC_ON:100:START:0]
[CE_SPEED_CHANGE:SPEED_PERC:150:START:0]
[CE_MATERIAL_FORCE_MULTIPLIER:MAT_MULT:NONE:NONE:2:3:START:0]

[INTERACTION:100_SQUATS]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[CE_PHYS_ATT_CHANGE:AGILITY:250:2500:ENDURANCE:500:2500:RECUPERATION:500:2000:START:0]
[CE_SKILL_ROLL_ADJUST:PERC:125:PERC_ON:100:START:0]
[CE_MATERIAL_FORCE_MULTIPLIER:MAT_MULT:NONE:NONE:2:3:START:0]

[INTERACTION:10KM_RUN]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[CE_PHYS_ATT_CHANGE:AGILITY:250:2500:ENDURANCE:500:2500:TOUGHNESS:500:2500:START:0]
[CE_SKILL_ROLL_ADJUST:PERC:125:PERC_ON:100:START:0]
[CE_MATERIAL_FORCE_MULTIPLIER:MAT_MULT:NONE:NONE:2:3:START:0]
[CE_SENSE_CREATURE_CLASS:START:0:CLASS:GENERAL_POISON:33:2:0:1]
[CE_MENT_ATT_CHANGE:INTUITION:250:1000:FOCUS:250:1000:WILLPOWER:250:1000:SPATIAL_SENSE:250:1000:START:0]
[CE_SPEED_CHANGE:SPEED_PERC:5000:START:0]
You will be stupidly fast, ridiculously durable, strong enough to punch people across the screen (can't actually add more strength without hitting the problem Putnam found where your speed rolls over to 0.099), be able to sense where people are through walls (the green !'s), and generally a god of destruction.
« Last Edit: December 15, 2015, 10:02:05 pm by Max™ »
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Bearskie

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Re: The Index: Interaction Repository
« Reply #6 on: December 15, 2015, 09:56:50 pm »

Suggestion: Link all the examples from the old thread as well. There's a whole lot of interactions over there that still work.

PTW

Max™

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Re: The Index: Interaction Repository
« Reply #7 on: December 15, 2015, 09:59:15 pm »

Oh, if any interaction wizards know whether it is possible to change hair length with one, I'd prefer if the onepunch interaction made you bald... but the method I tried in there didn't work so I'm stumped as I tried a couple different things.
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ArKFallen

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Re: The Index: Interaction Repository
« Reply #8 on: December 15, 2015, 10:13:23 pm »

Suggestion: Link all the examples from the old thread as well. There's a whole lot of interactions over there that still work.

PTW
That will take a lot of work...but I was already getting started on looking through it.

You will be stupidly fast, ridiculously durable, strong enough to punch people across the screen (can't actually add more strength without hitting the problem Putnam found where your speed rolls over to 0.099), be able to sense where people are through walls (the green !'s), and generally a god of destruction.
IIRC it rolls over at the integer limit so a STRENGTH:100:3000000 should be get you closer to the upper limit of strength.

edit-was being stupid-
« Last Edit: December 15, 2015, 10:16:51 pm by ArKFallen »
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Jerry The Hellbound

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Re: The Index: Interaction Repository
« Reply #9 on: December 16, 2015, 04:11:10 pm »

Can i make a suggestion on something id like to see for interactions?
Also, i got a thread that i require help with, im wanting to make my feathers golden, as in material, not in color.
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Jerry.
This is also for my Custom Race: Solari! (Currently outdated)
http://www.bay12forums.com/smf/index.php?topic=155455.0
Also made that awesome avatar. took me hours with Gimp: (also the two light & dark sprites are from Stardew Valley)
http://i.imgur.com/8x7aX7T.png

IndigoFenix

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Re: The Index: Interaction Repository
« Reply #10 on: December 17, 2015, 07:58:37 am »

This is a great trick that everyone should know.

Spoiler: Spell Template (click to show/hide)

By setting a material's boiling point below its melting point, shooting it as a LIQUID_GLOB will cause it to strike a target, then immediately evaporate in a puff of gas.

An attack transmitted in this manner will inflict contact syndromes if they strike bare skin as well as "splash damage" from inhalation, can be blocked or dodged, can be affected by a target's size, and with SYN_CONCENTRATION_ADDED can have an increasing effect as the spell is repeatedly used.  Using spells in this manner train and use the throwing skill.  It's great if you want to give attack magic to wizards without turning them into total game breakers.

Also, if you make a whole lot of spells and give them different colors, a battle between wizards looks like a Harry Potter fight.

Here's an example: A spell that causes mild dizziness and numbness at first, which will wear off after a short period if the attacks stop, but can fully paralyze the target after repeated strikes.

Spoiler: Brainshock (click to show/hide)

By the way, fun fact: If an interaction has the VERBAL tag, you can prevent it from being used by removing the CAN_SPEAK tag from the user.  This allows you to have a 'Mute' spell that prevents wizards from casting.

If anyone can figure out how to stop the spells from showing up red when they are flying through the air, I would like to know.

EDIT: It seems that any material defined as an INORGANIC will be red when liquid.  In order to make spells show up properly, create a fake creature with the spell materials and reference that creature's materials in the interaction.

thedonkified

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Re: The Index: Interaction Repository
« Reply #11 on: December 17, 2015, 08:09:33 am »

ptw
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IndigoFenix

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Re: The Index: Interaction Repository
« Reply #12 on: December 17, 2015, 08:32:01 am »

Here's a few more spells.  These are all very short-term effects (as short as possible for them to synch up in both fort and adventure mode), and are meant to be used as rapid-fire moves in the heat of battle.



ArKFallen

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Re: The Index: Interaction Repository
« Reply #13 on: December 17, 2015, 08:32:40 am »

I might as well post the basic vanilla werewolf stuff for custom uses.
Spoiler: Werewolf Curse (click to show/hide)
Spoiler: Werewolf Creature (click to show/hide)

IndigoFenix I updated your entry appropriately. or I did before you edited it away.
« Last Edit: December 17, 2015, 09:35:26 am by ArKFallen »
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Trapezohedron

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Re: The Index: Interaction Repository
« Reply #14 on: December 17, 2015, 08:42:47 am »

Add this part to a usage_hint:self_only and usage_hint:attack interaction for your adventuring races
So npcs don't spam tard-ify each other.

Is it possible to use those on basic fireball spells so they can't use spells as fort-mode entities while being able to use it as an ability in adventure mode?
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