Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Material Changing Syndromes?  (Read 940 times)

vbam65

  • Bay Watcher
    • View Profile
Material Changing Syndromes?
« on: March 25, 2016, 11:30:28 pm »

I was wondering if it was possible to change a creatures materials to gold (or whatever material desired) via a syndrome,
creating a disease that turns people into gold or a gaseous material would be interesting.
« Last Edit: March 26, 2016, 08:53:10 am by vbam65 »
Logged

IndigoFenix

  • Bay Watcher
  • All things die, but nothing dies forever.
    • View Profile
    • Boundworlds: A Browser-Based Multiverse Creation and Exploration Game
Re: Material Changing Syndromes?
« Reply #1 on: March 26, 2016, 11:55:43 pm »

No, but you can transform them into a creature made of different materials.

You can also play with force multipliers to make them behave roughly as though they are composed of harder materials.  [CE_MATERIAL_FORCE_MULTIPLIER:MAT_MULT:NONE:NONE:1:108:START:0] will make a fleshy creature about as tough as iron.

i2amroy

  • Bay Watcher
  • Cats, ruling the world one dwarf at a time
    • View Profile
Re: Material Changing Syndromes?
« Reply #2 on: March 28, 2016, 10:22:47 pm »

While you can't make them turn into gold, you could make them turn into a creature that dies nigh instantly, then have that creature drop a gold statue, which would make it seem like you had created a midas touch syndrome. :P
Logged
Quote from: PTTG
It would be brutally difficult and probably won't work. In other words, it's absolutely dwarven!
Cataclysm: Dark Days Ahead - A fun zombie survival rougelike that I'm dev-ing for.

ZM5

  • Bay Watcher
  • Accomplished RAW Engineer
    • View Profile
    • Steam
Re: Material Changing Syndromes?
« Reply #3 on: March 31, 2016, 07:22:54 pm »

While you can't make them turn into gold, you could make them turn into a creature that dies nigh instantly, then have that creature drop a gold statue, which would make it seem like you had created a midas touch syndrome. :P
This pretty much - just make a "statue" creature made out of gold with no biome token or anything so that it doesn't pop up randomly in world-gen.

If you want it to simulate a petrifaction, you also need to make it immobile and suffocate to death after a few tics. I know there is a way to simply make a creature suffocate normally but I honestly don't remember how to replicate it, only had it happen with some glitched creatures I was testing :-\

Right now I'm using a workaround where the "statue" creature is AQUATIC and has IMMOBILE_LAND so it doesn't move and "drowns" a few tics after it transforms - leads to the non-sensical "statue mcvictim has drowned" message but not much I can do right now without any sort of proper method for having a creature suffocate normally after a few tics.

vbam65

  • Bay Watcher
    • View Profile
Re: Material Changing Syndromes?
« Reply #4 on: March 31, 2016, 08:23:36 pm »

Well, from the input you guys sent me, i got this:

Spoiler (click to show/hide)
Logged

Teneb

  • Bay Watcher
  • (they/them) Penguin rebellion
    • View Profile
Re: Material Changing Syndromes?
« Reply #5 on: March 31, 2016, 08:38:52 pm »

You shouldn't make the Victim's tissue to be gold. You want something like this:
Code: [Select]
[CREATURE:TRANSMUTED]
[DESCRIPTION:A creature in the process of being turned to gold]
[NAME:transmuted creature:transmuted creatures:transmuted creature]
[CASTE_NAME:transmuted creature:transmuted creatures:transmuted creature]
[CREATURE_TILE:'o'][COLOR:0:0:1]
[LARGE_ROAMING]
[BENIGN]
[NOBONES]
[SMELL_TRIGGER:10000]
[ODOR_LEVEL:0]
[NOT_BUTCHERABLE]
[NATURAL]
[IMMOBILE]
[CANNOT_CLIMB]
[CANNOT_JUMP]
[BODY:BASIC_1PARTBODY]
[USE_MATERIAL_TEMPLATE:STUFF:MUSCLE_TEMPLATE]
[TISSUE:STUFF]
[TISSUE_NAME:stuff:NP]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:STUFF]
[MUSCULAR]
[FUNCTIONAL]
[STRUCTURAL]
[RELATIVE_THICKNESS:1]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE_LAYER:BY_CATEGORY:ALL:STUFF]
[FLIER]
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[CREATURE_CLASS:GENERAL_POISON]
[GETS_WOUND_INFECTIONS]
[GETS_INFECTIONS_FROM_ROT]
[BODY_SIZE:0:0:20000]
[ALL_ACTIVE]
[NOBREATHE][NOSTUN][NONAUSEA][NOEMOTION]
[NOTHOUGHT]
[NO_SLEEP]
[NO_DIZZINESS]
[ITEMCORPSE:STATUE:NO_SUBTYPE:INORGANIC:GOLD] Sadly there is no way to make statues default to a set form
[SELECT_MATERIAL:ALL]
[MELTING_POINT:0]
[MAT_FIXED_TEMP:10050]
[CASTE:DEFAULT]
[NO_GENDER]
It is set in a way that it will basically melt to its death as soon as it appears/transforms.
Logged
Monstrous Manual: D&D in DF
Quote from: Tack
What if “slammed in the ass by dead philosophers” is actually the thing which will progress our culture to the next step?

vbam65

  • Bay Watcher
    • View Profile
Re: Material Changing Syndromes?
« Reply #6 on: March 31, 2016, 09:49:48 pm »

I also appear to be having problems with interactions/syndromes.
During object testing I tried a two different options in order for the syndrome to even work.

1:Midas Touch Interaction
 having an interaction which applies the syndrome seemed like a nice way to apply the syndrome,
 however since I suck with interaction tokens I instead made a touch option that does nothing,
 It turned out that the interaction was missing a token to even target with,
 then i applied such tokens to the interaction, and it came out with the same result.

2:[SPECIALATTACK_INTERACTION]
 after that mess i decided to apply the interaction to the standard PUNCH attack,
 no results.

 
Logged