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Author Topic: Moding your own Artifacts?  (Read 1168 times)

Crossroads Inc.

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Moding your own Artifacts?
« on: June 17, 2012, 06:13:16 am »

I have always wondered this... Is it possible to create some sort of mod that either lets you create an artifact from scratch and "import" it into the game.
Or, somehow "Edit" a dwarf in a mood to tell him exactly what to make and what to use?
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Osmosis Jones

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Re: Moding your own Artifacts?
« Reply #1 on: June 17, 2012, 06:45:16 am »

To the first; nope.

There are ways to control what a dwarf uses in his artifact via creative use of forbidding and burrows designations. For example, the planepacked bug.

You should note hower, this is only the materials used; once a dwarf moods, it's pretty well fixed what he will make. If possible, it seems to be something they have a preference for. So, if your weaponsmith gets a mood and likes hammers forbid all the metals except the gold/lead/platinum for maximum smashy goodness.
Well, at least until they grab their first bar; in my experience, the first variety of the primary material (e.g. stone for a mason, wood for a carpenter, metal for a smith) dictates the bulk item material. Everything after that always seemed to end up as decoration.
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Crossroads Inc.

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Re: Moding your own Artifacts?
« Reply #2 on: June 17, 2012, 11:43:29 am »

Well, I always figured there may be a way to "Code' it perfor hand and mod it into the game, and then when the next Mood comes along, the preset code is activated, and the Dwarf follows that to make what you wanted.

Could that be done?
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Cheesoburgor

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Re: Moding your own Artifacts?
« Reply #3 on: June 17, 2012, 11:48:49 am »

if you are speaking about raw files im not sure if one for moods or artifacts exists so ill leave it to others to find out  :P
« Last Edit: June 17, 2012, 12:04:26 pm by Cheesoburgor »
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Hugo_The_Dwarf

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Re: Moding your own Artifacts?
« Reply #4 on: June 17, 2012, 12:21:34 pm »

Moods are hardcoded, you can however make speical weapons and armor that no entity has access to. And a moody dwarf can randomly make them if your lucky. But moods are hardcoded, there is no way of altering them. Not without mem hacking. or something like DFhack
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Crossroads Inc.

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Re: Moding your own Artifacts?
« Reply #5 on: June 17, 2012, 02:48:26 pm »

Ok lets try this a different way.
Is it ossible to have an 'item making'
As in like the testing arena where you can make almost anything from anything, but import that into a game?
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rex mortis

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Re: Moding your own Artifacts?
« Reply #6 on: June 17, 2012, 03:45:19 pm »

Custom reactions can create items. They will not be artifacts however. The wiki has a lot of info on reactions, but I am not going to copy and paste it.
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Meph

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Re: Moding your own Artifacts?
« Reply #7 on: June 17, 2012, 07:56:45 pm »

You can however make custom reaction that create your own, fake, artefacts. This is frostbrand, a "metal-name" longsword. With a custom description and extra damage and all. You just have to use material weaknesses on the enemies, and have it automatically decorated with a custom material, with the wanted description as its name.
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Osmosis Jones

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Re: Moding your own Artifacts?
« Reply #8 on: June 17, 2012, 08:56:30 pm »

You can however make custom reaction that create your own, fake, artefacts. This is frostbrand, a "metal-name" longsword. With a custom description and extra damage and all. You just have to use material weaknesses on the enemies, and have it automatically decorated with a custom material, with the wanted description as its name.

That said, I don't think those psuedo-artifacts will have the hidden bonuses that regular ones do, such as the accuracy boost or the indestructibility.
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Meph

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Re: Moding your own Artifacts?
« Reply #9 on: June 17, 2012, 09:20:58 pm »

No, but you can make whatever you want with them. Call one Golbinbane, and give it a 100% damage bonus against goblins, or make "Bianca" the repeating crossbow, with super high rate of fire... you can pretty much do whatever you want with those.
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