![]() ![]() This is a fairly straightforward transformation, as it only relies on one caste token.Most of the major mods are listed here, along with tutorials and utilities. These are interactions that will cause a creature to transform into another creature. For example, a necromancer that creates kamikaze zombies may disable any zombies nearby, to prevent friendly fire. <- Give this to any creature you want to be able to override the explosion. It is better to put unstable materials in dummy creatures rather than making them INORGANICs, to prevent titans or forgotten beasts from being made of them. <- This points to a creature called BOMBER that contains the EXPLOSION material. <- The AI will use this and then immediately explode, provided it is still in combat and not affected by EXPLOSION_OVERRIDE. <-The START affects the amount of time spent in combat before the explosion can occur. Use CDI:USAGE_HINT:DEFEND, and CDI:TARGET:A:SELF_ONLY. <- This is the ability you actually give the creature. This is intended to be used by non-playable units, like animals or zombies. ![]() It also comes with a syndrome that will disable the explosion. You can also replace the explosion with any other powerful ability that you want it to use only after a countdown. A few ticks before exploding, it will flash with a "!" as a warning. This will allow the user to explode after spending a certain amount of time in combat. Timed Self-Destruct (or other powerful ability) with Override Ability These are more elaborate groups of interactions that allow you to create complex behaviors by using interactions to enable or disable other interactions. <- used to specify custom creatures that have the normal night creature tags but will be immune to the spell. (Eh, it's DF angels, they probably count as evil anyway). There does not currently appear to be a way of excluding angels. <- This removes the normal undead tags, rendering them vulnerable to the syndrome's other effects.Īn attack that hits all procedurally-generated bogeymen, night creatures, vampires, werebeasts, demons, and. <- Should work against all zombies and ghouls Interactions that are specifically intended to target particular types of creatures.Īn attack that hits all procedurally-generated zombies and ghouls. This allows a modder to create immunity syndromes, disallowing a creature using the emission interaction from targeting the creature with immunity. Material emissions used in this format are affected by tags (given above as the custom tag NO_EMISSION). <- The ability that protects creatures from the above projectile <- the syndrome class that makes targeting a creature with this interaction impossible. <- the may no longer be used on a location and must target a creature. <- the material tags used in the previous predefined material example. Syndromes disappear once their effects have expired, so to do this you will need to add an effect that does nothing. There are times you will want to create a syndrome that has no actual effect - generally in order to add a SYN_CLASS that renders the target untargetable by a different interaction. ![]() ![]() It is not possible to make a syndrome that lasts shorter than 144 ticks in Adventure Mode In order to ensure that a syndrome operates the same way regardless of mode, add DWF_STRETCH:144 to the end of the CE effect tag. For short-term syndromes, this will cause very different behaviors between the two modes. General Tips Synchronizing Adventure and Fort Mode syndrome timers įort mode runs 144 times faster than adventure mode - which means that a syndrome that lasts a single tick in Fort Mode will last 144 ticks in Adventure Mode. 4.1 Timed Self-Destruct (or other powerful ability) with Override Ability.2.3 Predefined Emissions of Different Types.1.1 Synchronizing Adventure and Fort Mode syndrome timers. ![]()
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