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Author Topic: Modding in new skills  (Read 718 times)

MaxTheFox

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Modding in new skills
« on: May 10, 2020, 06:19:34 am »

Why not add the ability to mod in skills? Modded skills would have three categories: WEAPON, which act like weapon skills for specific items, CIVILIAN, which act like the usual manufactoring skills such as Craftsman/dwarf, but for specific reactions or workshops, and INTERACTION, which amplify the efffects of interactions. What items/reactions/interactions they affect would be specified in RAWs. This could be useful for total conversion mods, or for modding in exotic weapons, or for better magic systems.

Example mock-up of a modded weapon skill:
Code: [Select]
[SKILL:SLING]
      [TYPE:WEAPON]
      [ITEM:ITEM_WEAPON_SLING]
      [EXP_GAIN_RATE:100]
« Last Edit: May 11, 2020, 06:56:20 am by MaxTheFox »
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voliol

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Re: Modding in new skills
« Reply #1 on: May 11, 2020, 06:18:18 am »

Hmm, I don't see why you couldn't have a skill used in both a reaction and as a weapon skill. I can't find anything on the wiki about the weapon token SKILL only accepting certain skills (MACE but not CARPENTRY or CHEESEMAKING), so it would be a shame introducing a restriction with modded skills.

That said, the distinction would be needed for e.g. sorting the skills when [v]iewing a dwarf. I suggest using COMBAT, LABOR, and MISC, as those designations are already used there. COMBAT skills would show up in the military screen, while LABOR skills need a placement in the [p]referances-[l]abor menu. MISC skills would have neither, I suppose.

+1, obviously.