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Author Topic: New RAW token, creature/syndrome scope, applies a faux fixed_temp to inorganics.  (Read 269 times)

dikbutdagrate

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Tl;dr - werecreatures are presently weak to a random inorganic material, which gets a momentum multiplier against them. My suggestion is for a new token, which causes the material to burn them. And unfortunately require the additional leg work of raising the temperature of the body part in contact with the material. The new token would be defined under the scope of either syndromes and/or creatures

Heh, not exactly a priority suggestion. This is a bucket list-tier suggestion for Myth & Magic, which could be pretty neat, well, provided heat ever provides further utility. 
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The arguments for the token would be something like:
Code: [Select]
[MATERIAL_CONTACT_TEMPERATURE_MODIFIER:INORGANIC:{some inorganic}:2000 /*maximum elevated temperature*/:0 /*onset in ticks*/:1 /*number of ticks between each elevation in temperature*/:20 /*degrees Urist to elevate temperature each measure of ticks specified]
Through vanilla raw modification, you can already simulate the effects of burns by attaching a unique contact syndrome to inorganics. And DFHack can mostly simulate this through a somewhat unwieldly system of automated script triggering, where each time the custom syndrome procs, the script elevates the temperature of the relevant body part of a creature in contact with the material.
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