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Author Topic: Making a liquid cause a specific syndrome  (Read 846 times)

skelepound

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Making a liquid cause a specific syndrome
« on: March 27, 2017, 07:48:38 pm »

Pretty direct, i need to make a liquid, when injested, cause a character to be affected by a specific interaction. I'm trying to use CAN_DO_INTERACTION - ill post an example.

In any case, what do?
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My magic mod, Schools of Magic:
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http://www.bay12forums.com/smf/index.php?topic=162596.0
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GENERATION 28:
The first time you see this, copy it into your signature on any forum and add 1 to the generation. Social experiment.

skelepound

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Re: Making a liquid cause a specific syndrome
« Reply #1 on: March 27, 2017, 07:50:34 pm »


[OBJECT:INORGANIC]


[INORGANIC:ELVEN_HOLY_WATER] magic liquid for elves
   
[DISPLAY_COLOR:3:0:1] light cyan
   
[STATE_COLOR:ALL:3:0:1]
   
[STATE_NAME_ADJ:ALL_SOLID:frozen elven holy water]
   
[STATE_NAME_ADJ:LIQUID:elven holy water]
   
[STATE_NAME_ADJ:GAS:boiling elven holy water]
   
[SPEC_HEAT:4181]
   
[MELTING_POINT:10000]
   
[BOILING_POINT:10180]
   
[SOLID_DENSITY:920]
   
[LIQUID_DENSITY:1000]
   
[EVAPORATES]
   
[SYNDROME]
      
[SYN_NAME:DRUIDMAKER]
      
[SYN_INGESTED]
      
[SYN_AFFECTED_CLASS:GENERAL_POISON]
      
[SYN_CE_CAN_DO_INTERACTION:CDI:INTERACTION:CALL_WOLF]



I gave up on giving the actual abilities of the main interaction, just trying to give one of the specific powers now. Thats what CALL_WOLF is referencing - i can seperately add the other effects of the interaction
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My magic mod, Schools of Magic:
----------------------------------
http://www.bay12forums.com/smf/index.php?topic=162596.0
----------------------------------
GENERATION 28:
The first time you see this, copy it into your signature on any forum and add 1 to the generation. Social experiment.

Putnam

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Re: Making a liquid cause a specific syndrome
« Reply #2 on: March 27, 2017, 08:48:10 pm »

it's just CE_CAN_DO_INTERACTION

http://dwarffortresswiki.org/index.php/DF2014:Syndrome#Special_Effects

[CE_CAN_DO_INTERACTION:START:0]
    [CDI:INTERACTION:CALL_WOLF]

skelepound

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Re: Making a liquid cause a specific syndrome
« Reply #3 on: March 27, 2017, 09:04:02 pm »

Doesn't that code only work for interactions? i need the liquid to inflict an interaction, i.e. turning a Dorf into a Dorf Necromancer when drunk, or alternatively, let it access a pre-written interaction from a different file - the file for a Druid that can summon wolves also includes the Summon Wolf spell. Do i need to re-write the interaction into the file for the Inorganic as shown?
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My magic mod, Schools of Magic:
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http://www.bay12forums.com/smf/index.php?topic=162596.0
----------------------------------
GENERATION 28:
The first time you see this, copy it into your signature on any forum and add 1 to the generation. Social experiment.

Putnam

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Re: Making a liquid cause a specific syndrome
« Reply #4 on: March 27, 2017, 09:15:46 pm »

"Inflicting interactions" is something done by syndromes. You will find that interactions that do so do so specifically by adding a syndrome with ADD_SYNDROME.

skelepound

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Re: Making a liquid cause a specific syndrome
« Reply #5 on: March 27, 2017, 09:38:51 pm »

So... it should work if I just write [SYN_CE_CAN_DO_INTERACTION:CDI:INTERACTION:SUMMON WOLF]

SUMMON WOLF is the name of a pre-written Druid interaction that gives Druids the ability to summon wolves via CALL_WOLF - if i write that in, i should get a Druid?
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My magic mod, Schools of Magic:
----------------------------------
http://www.bay12forums.com/smf/index.php?topic=162596.0
----------------------------------
GENERATION 28:
The first time you see this, copy it into your signature on any forum and add 1 to the generation. Social experiment.

Putnam

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Re: Making a liquid cause a specific syndrome
« Reply #6 on: March 27, 2017, 10:24:24 pm »

So... it should work if I just write [SYN_CE_CAN_DO_INTERACTION:CDI:INTERACTION:SUMMON WOLF]

No.

it's just CE_CAN_DO_INTERACTION

http://dwarffortresswiki.org/index.php/DF2014:Syndrome#Special_Effects

[CE_CAN_DO_INTERACTION:START:0]
    [CDI:INTERACTION:CALL_WOLF]

CE stands for "creature effect", and is specifically what syndromes do.

skelepound

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Re: Making a liquid cause a specific syndrome
« Reply #7 on: March 28, 2017, 12:04:55 am »

Okay, so just:
[CE_CAN_DO_INTERACTION:START:0]
[CDI:INTERACTION:CALL_WOLF]

or

[CDI:INTERACTION:SUMMON WOLF]

to actually inflict the syndrome and make the char a Druid.
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My magic mod, Schools of Magic:
----------------------------------
http://www.bay12forums.com/smf/index.php?topic=162596.0
----------------------------------
GENERATION 28:
The first time you see this, copy it into your signature on any forum and add 1 to the generation. Social experiment.

Putnam

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Re: Making a liquid cause a specific syndrome
« Reply #8 on: March 28, 2017, 12:58:46 am »

If you want a syndrome that adds an interaction, you always need CE_CAN_DO_INTERACTION:START:0, followed by CDI:INTERACTION:(whatever interaction you want).