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Author Topic: Breath Weapons, non-fire  (Read 1359 times)

zilpin

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Breath Weapons, non-fire
« on: January 05, 2011, 01:46:44 pm »

Is there any way to give a create innate ranged attacks?  The only I see in vanilla DF is fire breath and dragon fire breath.

I'd like to give Mud Men the ability to throw and/or spit globs of mud, maybe give Amethyst Men the ability to throw sharp amethyst shards, that kind of thing.
Or make porcupines which are able to throw their quills (even though they can't in real life).

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Deon

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Re: Breath Weapons, non-fire
« Reply #1 on: January 05, 2011, 03:56:04 pm »

Look at the magma crab creature (in creature_next_underground.txt). They spit rocks. Solid breath attack = the effect you want.
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Untelligent

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Re: Breath Weapons, non-fire
« Reply #2 on: January 05, 2011, 04:00:14 pm »

Yep. Material breath attacks.

http://df.magmawiki.com/index.php/DF2010:Syndrome#Breath_attacks

They're the nasty attacks that random monsters like Forgotten Beasts use. They're mainly used for giving the victims nasty diseases. There's a few vanilla examples in the new underground creatures file.


A few things to note:

-The solid glob attack is what you'd want to use for those kinds of things. If it's not a very strong or heavy material it won't do much damage. Magma Crabs use this.

-The liquid glob attack is a bit broken and shoots solid globs instead. Don't know if there's any difference between the two glob attacks.

-Creatures with glob attacks or undirected flows seem to ONLY want to use these special attacks, in my experience.
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regardless, the slime shooter will be completed, come hell or high water, which are both entirely plausible setbacks at this point.

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Re: Breath Weapons, non-fire
« Reply #3 on: January 05, 2011, 07:04:16 pm »

The creature's speed seems to matter.  The breath weapon cooldown seems to be on the world clock, and they use it whenever it's available, so a slow creature will use it in preference to its normal weapons, while a faster creature will intersperse breath weapon attacks with normal attacks.

The solid glob attacks have been pitifully weak, in by experience.  Part of the problem is that the globs aren't sharp.  So no amethyst shards or porcupine quills. :(
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Untelligent

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Re: Breath Weapons, non-fire
« Reply #4 on: January 05, 2011, 07:28:55 pm »

Make globs have material with the same properties as Slade. Problem solved.
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regardless, the slime shooter will be completed, come hell or high water, which are both entirely plausible setbacks at this point.

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Re: Breath Weapons, non-fire
« Reply #5 on: January 05, 2011, 07:55:38 pm »

I tried that.  I was trying to make a gob-shooting megabeast.

It was very luck-based, sometimes it would kill with one shoot, sometimes it could shoot you several times and the worst injury would be some bruising.
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Mods I've done:
Zelda mod-mod, Beta in the Wild DF 47.04
Illithid Empire mod DF 31.25 (update canceled)
Spotter's Guide to Illithids (Genesis mod-mod) genesis 3.19a4 (update canceled)

Untelligent

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Re: Breath Weapons, non-fire
« Reply #6 on: January 05, 2011, 08:25:46 pm »

Just like regular combat!
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The World Without Knifebear — A much safer world indeed.
regardless, the slime shooter will be completed, come hell or high water, which are both entirely plausible setbacks at this point.