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Author Topic: Interactions or syndromes granting beneficial stats/abilities?  (Read 681 times)

CrazyTreeBoy

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I'll be honest, I love the thought of custom interactions and syndromes, but I don't have a ton of time to throw at them if there is a big question mark over what I want to achieve. So before I dive into the raws (which I know little of), and spend hours modding, I thought I'd have a little chat with the more accomplished modders and see what you guys think.

Artifacts. They sure are boring.  But hey, maybe I can grant an interaction or syndrome to artifacts that would make them interesting! This would require steps, and my current plan is thus:

Determine if individual items can be given a syndrome or interaction. (I expect to use DFhack here)
Find a way for those syndromes or interactions to affect a creature wielding, wearing, or otherwise interacting with the item. (I expect only weapons/armor will work here).
Generate for myself a variety of interesting syndromes or interactions (Grant firebreath after donning the item, the item is always contaminated with a blood affecting syndrome, etc.)

From my limited understanding, I would be creating an interaction token attached to an item, that would as its effect attach an interaction token to a creature that uses it. 

TL;DR: I want to make my artifacts fun. Can I do it with custom interactions being forcibly(DFHack) attached to them?
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Sergarr

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Re: Interactions or syndromes granting beneficial stats/abilities?
« Reply #1 on: March 25, 2014, 03:41:52 am »

http://www.bay12forums.com/smf/index.php?topic=123817.0

ItemSyndrome is what you need. Go bug Putnam for further information.
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CrazyTreeBoy

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Re: Interactions or syndromes granting beneficial stats/abilities?
« Reply #2 on: March 25, 2014, 11:12:31 am »

Ho dang, that is exactly what I was looking for!

Thanks muchly!
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