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Author Topic: Problems with modding weapons  (Read 1398 times)

Bricks

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Re: Problems with modding weapons
« Reply #15 on: October 20, 2009, 04:39:30 pm »

Yeah, it's the fixed temperature that is doing that, not the actual attack.
Never mind.  Merits more research.

As far as how it does damage, it does seem to act something like a stronger bludgeoning attack that doesn't knock bodies around.  Valid tests are difficult because anytime I play with something that does heat damage, it's also size 30 and damblock 100.

I've never seen anything on how gore damage works, although it seems to be extremely bloody.
« Last Edit: October 20, 2009, 08:05:15 pm by Bricks »
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Neruz

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Re: Problems with modding weapons
« Reply #16 on: October 20, 2009, 06:40:09 pm »

It's not Fixed Temperature; they don't have a Fixed Temperature.

Their Homeotherm is 10095, which is about ~50 degrees C; Not even close enough to cause things to spontainiously combust.

Plus, they don't set things on fire they walk across, or near, or grass that they're standing on, the only time they set things on fire is when they bite things (they don't set things on fire when they use their PIERCE damage claw attack.)

Untelligent

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Re: Problems with modding weapons
« Reply #17 on: October 20, 2009, 09:20:53 pm »

Interesting.

As far as I could tell digging around, heat/cold/burn damage are all the same except for where they come from and what text they produce.


Either there's something here we're missing, or Dwarf Fortress's attack formulae are so complicated even Toady doesn't know the full extent of how it works anymore.

Mind posting the raws for this creature?
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Neruz

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Re: Problems with modding weapons
« Reply #18 on: October 20, 2009, 09:31:38 pm »

[CREATURE:MAGMA_FIEND]
   [NAME:magma fiend:magma fiends:fiendish]
   [TILE:'i'][COLOR:6:0:1]
   [MODVALUE:25]
   [LARGE_ROAMING][FREQUENCY:50]
   [FIREIMMUNE][liKES_FIGHTING][MAGMA_VISION]
   [LARGE_PREDATOR]
   [GENPOWER:7]
   [BLOODTYPE:0]
   [BONECARN]
   [CANOPENDOORS]
   [PREFSTRING:terrifying features]
   [BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:MOUTH]
   [NOBREATHE]
   [SIZE:9]
   [ATTACK:MAIN:BYTYPE:GRASP:claw:claws:4:8:GORE][ATTACKFLAG_WITH]
   [ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:2:6:BURN][ATTACKFLAG_CANLATCH]
   [EQUIPS]
   [FAT:6]
   [ALL_ACTIVE]
   [NO_DRINK][NO_EAT][NO_SLEEP]
   [POPULATION_NUMBER:25:50]
   [CLUSTER_NUMBER:5:17]
   [BIOME:SUBTERRANEAN_LAVA]
   [NO_GENDER]
   [STANDARD_FLESH]
   [HOMEOTHERM:10095]
   [SWIMS_INNATE][SWIM_SPEED:2500]
   [HEATDAM_POINT:13000]
   [IGNITE_POINT:13500]
   [LEATHER_HEATDAM_POINT:13000]
   [LEATHER_IGNITE_POINT:13500]
   [BONE_HEATDAM_POINT:14000]

NewoTigra

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Re: Problems with modding weapons
« Reply #19 on: October 21, 2009, 04:29:11 pm »

Gore damage is apparently a cross between slash and pierce damage.
It can both sever and rip into internal organs, usually the latter for some reason.
Almost always causes heavy bleeding.
So fun to use...
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bobsnewaddress

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Re: Problems with modding weapons
« Reply #20 on: October 21, 2009, 06:17:15 pm »

Gore damage is apparently a cross between slash and pierce damage.
It can both sever and rip into internal organs, usually the latter for some reason.
Almost always causes heavy bleeding.
So fun to use...

Gore damage is pretty nice, but it doesn't compare with the sweet crackle of flames on goblin flesh. I wish I could find a way to get these fire weapons to work.
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