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Author Topic: Random artefact item properties  (Read 1089 times)

Urist McCheeseMaker

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Random artefact item properties
« on: March 12, 2010, 08:31:22 am »

This is a modded demonbane axe. It was forged in the deepest smelters and furnaces on the edge of hell itself out of the souls of demons. No non-dwarf has yet glimpsed its glorious visage and lived.

This one gave me an idea. What if artefacts had a small chance on creation to get to pick an effect from a list of possibilities? Very simple ones could be randomly setting enemies alight or causing madness in anyone seeing it except for the one wielding it. Yes, that includes your dorves.. nobody ever claimed that all artefacts are purely benign, think of some of the evil creations your dwarves have made.

This would easily be extended to non-weapon artefacts. An armor or statue that repels projectiles, for example. Or maybe a treasure chest that causes some of any hostiles approaching it to keel over and die suddenly?

In the raws and the game code, this could be adressed as a rule-based system. A simple example of what such raws would look like:

Quote
effect_default

[EFFECT:ALL]

[EFFECT_DEFAULT:EFFECT_BURN]
[SELECT_SYMBOL:BATTLE:NAME_BATTLE]
[SUBSELECT_SYMBOL:BATTLE:VIOLENT]
[FIRSTNODE:EFFECTNODE_FIRE_ENEMY]

Quote
effectnode

[EFFECT:ALL]

[EFFECTNODE:EFFECTNODE_FIRE_ENEMY]
[RANGE:3]
[TIMER:1000]
[RULE:HOSTILE_CREATURE:EFFECTNODE_FIREDAM]

[EFFECTNODE:EFFECTNODE_FIREDAM]
[DAMAGE:50:FIRE]

Pretty similar to other ideas posted here, I'm sure, but I'm posting my thoughts anyway. It won't be a burden and might help out somewhere.
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Sithlordz

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Re: Random artefact item properties
« Reply #1 on: March 12, 2010, 08:54:28 am »

Trousers that drive people insane by the sheer sight of them.

Bell-bottoms?

Anyway, I like the idea, could be dependent on the type of mood or the items used in its production - flame opal could cause fire damage or somesuch.
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Urist McCheeseMaker

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Re: Random artefact item properties
« Reply #2 on: March 12, 2010, 12:36:19 pm »

yeah, that's a good one. adding those options to various crafting materials, so that these effects can change based on that. damage type, creature, planet (astrology and dwarves? lol) and other things they affect or are affected by. good one to add, that! :)
a really specific example could be if moonstone did extra damage to wolves and werewolves at night.

one thing i forgot to add: some effects would be useless to add to some items, (statue that has an effect when it hits something?) so there would have to be a way to limit the item types an effect is applicable to. shouldn't be hard.
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Hyndis

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Re: Random artefact item properties
« Reply #3 on: March 12, 2010, 01:45:07 pm »

Not everything needs to cause damage. If you create an artifact gem that causes everything near it to burst into flames you would never be able to move it.

I think the radiating damage on them may be unworkable.


But effects would be interesting, mostly if the effects can be almost anything. Perhaps an artifact weapon or armor could prevent the wearer from bleeding to death while it is equipped? Maybe doubles the chance to heal wounds. Or prevents the wielder from being tired or having to eat or drink.

Could be unusual effects like causes the dwarf to go into a rage if they see a random creature, turning them berserk until they can no longer see any living creatures of that type. It would be quite hilarious if that random creature was an elf, and the artifact was a sword. A sword that causes the dwarf to go insane and slaughter all elves on sight, and cannot be calmed until all elves are dead. Station him next to the trade depot.   :D

A lot of these things though are more leaning towards magic. Currently there is not supposed to be any magic in the game, despite a few supernatural creatures. I'm assuming this may be added in with the magic arc.
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Footkerchief

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Re: Random artefact item properties
« Reply #4 on: March 12, 2010, 05:46:16 pm »

This would have worked out better as an addendum to Neonivek's thread on artifact types and effects.
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Hyndis

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Re: Random artefact item properties
« Reply #5 on: March 12, 2010, 06:14:47 pm »

Agree, but I am bored and so I amuse myself by responding to random threads.  :(
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Capntastic

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Re: Random artefact item properties
« Reply #6 on: March 13, 2010, 12:12:58 am »

Also just last month in the podcast we talked about DF's 'random effect artifacts' and how Toady plans to move past it.
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Urist McCheeseMaker

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Re: Random artefact item properties
« Reply #7 on: March 13, 2010, 06:54:22 am »

ah, i see. hadn't even noticed that post yet, sorry for the extra. i'll see what i can add to it.
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