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Author Topic: Magic Missiles for Adventure Mode  (Read 1954 times)

SethCreiyd

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Magic Missiles for Adventure Mode
« on: July 17, 2010, 01:21:12 am »

I was asked to provide the raws for a magic missile reaction for Adventure mode, so I thought I'd post them here where they belong.  To use, download the zip here or add the following text files to your raw folder:

Code: (material_template_magic.txt) [Select]
[MATERIAL_TEMPLATE:MAGIC_TEMPLATE]
[STATE_NAME:ALL:magic]
[STATE_ADJ:ALL:magic]
[DISPLAY_COLOR:3:0:0]
[MATERIAL_VALUE:1]
[SPEC_HEAT:1] temperature related tokens taken from vanilla fire material template
[IGNITE_POINT:NONE]
[MELTING_POINT:NONE]
[BOILING_POINT:NONE]
[HEATDAM_POINT:NONE]
[COLDDAM_POINT:NONE]
[SOLID_DENSITY:150000] for that extra oomph
[LIQUID_DENSITY:200000] thicker when wet
[MOLAR_MASS:0] a massless yet dense particle
[IMPACT_YIELD:4000000] combat attributes lifted from slade
[IMPACT_FRACTURE:5000000]
[IMPACT_STRAIN_AT_YIELD:100]
[COMPRESSIVE_YIELD:4000000]
[COMPRESSIVE_FRACTURE:5000000]
[COMPRESSIVE_STRAIN_AT_YIELD:100]
[TENSILE_YIELD:4000000]
[TENSILE_FRACTURE:5000000]
[TENSILE_STRAIN_AT_YIELD:100]
[TORSION_YIELD:4000000]
[TORSION_FRACTURE:5000000]
[TORSION_STRAIN_AT_YIELD:100]
[SHEAR_YIELD:400000]
[SHEAR_FRACTURE:500000]
[SHEAR_ELASTICITY:100]
[BENDING_YIELD:4000000]
[BENDING_FRACTURE:5000000]
[BENDING_ELASTICITY:260000] except for this one
[BENDING_STRAIN_AT_YIELD:100]
[MAX_EDGE:100000]

Code: (inorganic_other_magic.txt) [Select]
[INORGANIC:MAGIC_MAT]
[USE_MATERIAL_TEMPLATE:MAGIC_TEMPLATE]
[STATE_NAME:ALL:magic missile]
[STATE_ADJ:ALL:magic missile]
[SPEC_HEAT:4]
[MAT_FIXED_TEMP:11060] takes one frame to lose cohesion
[BOILING_POINT:11050] throw it right after conjuring it or it disappears

Code: (reaction_adventure_magic.txt) [Select]
[REACTION:ADV_CONJURE_MAGIC]
[NAME:conjure magic missile] unfortunately there is no limit to the number of missiles one can conjure
[ADVENTURE_MODE_ENABLED]
[PRODUCT:100:1:GLOB:NONE:INORGANIC:MAGIC_MAT] globs seem to work best and provide the best special effects
[SKILL:CONCENTRATION]

Due to general weirdness and the limitations of the game engine, there are a few considerations.  The missile is meant to be thrown immediately after being conjured.  If you hesitate even a single turn, it will evaporate around you, covering you in "a burst of magic missile."  They cannot be stockpiled.

Furthermore, there's no "MP" in Dwarf Fortress.  You can conjure and throw the missiles all day, at least till you get tired from the motion of throwing.  Since they are quite dangerous in the hands of a skilled thrower, the skill is somewhat overpowered (but in this mod's defense, the infinite rocks you may pick up and carry are rather deadly themselves when thrown by such hands).


Spoiler: Screenshot (click to show/hide)
« Last Edit: July 18, 2010, 10:49:58 pm by SethCreiyd »
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Rumrusher

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Re: Magic Missiles for Adventure Mode
« Reply #1 on: July 17, 2010, 09:02:31 pm »

if you want to make a fire ball that goes away try this

Code: [Select]
[INORGANIC:FIREBALL]
   [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
   [STATE_NAME_ADJ:ALL_SOLID:fireball][DISPLAY_COLOR:0:2:3][TILE:11]
   [ITEM_SYMBOL:11]
   [IGNITE_POINT:11000]
   [MELTING_POINT:1100]
   [MAT_FIXED_TEMP:12000]
   [SPEC_HEAT:10000]
   [BOILING_POINT:NONE]
   [SOLID_DENSITY:10000]
   [IS_STONE]   
I hope this helps in your fireball attacks. still as it will lead a AoE burn it won't splatter and ignite on clothes.

oh wait I see your problem your fireball magic has no melting point so that it could evaporate.
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Dagoth Urist

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Re: Magic Missiles for Adventure Mode
« Reply #2 on: July 18, 2010, 07:11:57 am »

Being the ignorant noob that I am, I'm stumped. Where should I add the code? To the raws? In what file? Should I create a file? After implementing it, how do I actually create the missiles?

Thanks in advance :^D
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Mitbick

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Re: Magic Missiles for Adventure Mode
« Reply #3 on: July 18, 2010, 07:13:39 am »

KAME

HAME

DORF
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... Then try to figure out what to do with an entrance that's permanently on fire.

Acanthus117

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Re: Magic Missiles for Adventure Mode
« Reply #4 on: July 18, 2010, 07:39:02 am »

Awesome!
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Oglokoog

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Re: Magic Missiles for Adventure Mode
« Reply #5 on: July 18, 2010, 07:47:00 am »

whoo!!
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Arkose

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Re: Magic Missiles for Adventure Mode
« Reply #6 on: July 18, 2010, 11:38:27 am »

Furthermore, there's no "MP" in Dwarf Fortress.  You can conjure and throw the missiles all day, at least till you get tired from the motion of throwing.
Spoiler: Screenshot (click to show/hide)

The screenshot of the "spinning magic missile laced with human blood" got me wondering: Is blood a valid adventure-mode reaction component? Imagine if you will, a "blood magic" system, with spilt blood as MP: magic missiles of blood, poisonous clouds of boiling blood, wizard's robes woven entirely from veins and arteries pulsing with BLOOD!
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SethCreiyd

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Re: Magic Missiles for Adventure Mode
« Reply #7 on: July 18, 2010, 11:44:48 am »

@Dagoth, I put up a zipped version at DFFD here here.  To use the reactions after you install them, you press 'x' then pick the one you want.

I'll be coming back to this soon, hopefully with some improvements, after my term at Battlefailed runs up.

The screenshot of the "spinning magic missile laced with human blood" got me wondering: Is blood a valid adventure-mode reaction component? Imagine if you will, a "blood magic" system, with spilt blood as MP: magic missiles of blood, poisonous clouds of boiling blood, wizard's robes woven entirely from veins and arteries pulsing with BLOOD!

I don't know how to call blood as a reagent, but those are some damn cool ideas.

It's real easy to give creatures outside Adventure mode the ability to throw globs of blood, with the following line placed anywhere after the blood is defined:

[MATERIAL_BREATH_ATTACK:LOCAL_CREATURE_MAT:BLOOD:LIQUID_GLOB]
« Last Edit: July 18, 2010, 10:48:51 pm by SethCreiyd »
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Dagoth Urist

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Re: Magic Missiles for Adventure Mode
« Reply #8 on: July 18, 2010, 12:52:08 pm »

Ah thanks, that will make things a lot easier! :D
Also: http://www.youtube.com/watch?v=8oWAb5NVALw
Magic Missile! M-magic Missile!
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RysanMarquise

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Re: Magic Missiles for Adventure Mode
« Reply #9 on: July 18, 2010, 12:53:28 pm »

For the record, I can confirm that the explosion of boiling substance will occur when a object with a very low vaporization point (and no fixed temperature, though this might be possible) is thrown. This means, practically, that you can also use this system to inflict syndromes on targets.

I am not yet sure what determines cloud size, perhaps density/object size when created but I am unsure.
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