Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Vampire Weakness Raws?  (Read 2422 times)

Lycaeon

  • Bay Watcher
    • View Profile
Vampire Weakness Raws?
« on: February 18, 2012, 03:26:31 pm »

Hi everyone!

As I understand it, the tokens which determine weaknesses for vampires are not actually present in the raw files but are rather procedurally generated for vampires after worldgen. Has anyone managed to pull a list of these weakness tokens from a generated world? They would be really useful in terms of creating custom interactions.

Thanks!
Logged
“I want to calm the storm, but the war is in your eyes.
How can I shield you from the horror and the lies?
When all that once held meaning is shattered, ruined, bleeding
And the whispers in the darkness tell me we won’t survive?”

Zared

  • Bay Watcher
    • View Profile
Re: Vampire Weakness Raws?
« Reply #1 on: February 18, 2012, 04:22:42 pm »

All vampires have

[CE_MATERIAL_FORCE_MULTIPLIER:MAT_MULT:NONE:NONE:1:2]

The numbers are numerator:denominator, so that is a 1/2 force multiplier on material NONE:NONE, which I suppose applies to all materials, so a 5000 unit force attack on a vampire is treated like a 2500 force attack instead, making them super tough.  That is, vampires have no weaknesses, only strengths at the moment. 

Were creatures have for example:

[MATERIAL_FORCE_MULTIPLIER:INORGANIC:SILVER:10:1]
[GENERAL_MATERIAL_FORCE_MULTIPLIER:1:2]

So this particular creature takes 10x damage from silver, and 0.5x from all other materials.  I don't know why vamps use the NONE:NONE thing instead of GENERAL_MATERIAL_FORCE_MULTIPLIER.  I've seen bronze, bismuth bronze, copper, silver, iron, and steel.  So I think anything that can be made into a weapon (and isn't HFS) can be a generated weakness.

There was no need pull that from the saves though, as they're in Toady's interaction example files.  But, from looking into saves, the force multiplier for a weakness is always 10x
Logged

Lycaeon

  • Bay Watcher
    • View Profile
Re: Vampire Weakness Raws?
« Reply #2 on: February 18, 2012, 04:23:57 pm »

Ah, so are the material weaknesses the only tokens available at the moment? I recall reading a couple of posts mentioning sun aversion and some such.
Logged
“I want to calm the storm, but the war is in your eyes.
How can I shield you from the horror and the lies?
When all that once held meaning is shattered, ruined, bleeding
And the whispers in the darkness tell me we won’t survive?”

Quietust

  • Bay Watcher
  • Does not suffer fools gladly
    • View Profile
    • QMT Productions
Re: Vampire Weakness Raws?
« Reply #3 on: February 18, 2012, 04:50:51 pm »

I don't know why vamps use the NONE:NONE thing instead of GENERAL_MATERIAL_FORCE_MULTIPLIER.
That would be because vampirism is a creature interaction (which can only use CE_* tokens), and there is no CE_GENERAL_MATERIAL_FORCE_MULTIPLIER.
Logged
P.S. If you don't get this note, let me know and I'll write you another.
It's amazing how dwarves can make a stack of bones completely waterproof and magmaproof.
It's amazing how they can make an entire floodgate out of the bones of 2 cats.

Jay

  • Bay Watcher
  • ☼Not Dead Yet☼
    • View Profile
Re: Vampire Weakness Raws?
« Reply #4 on: February 18, 2012, 05:20:43 pm »

creature interaction (which can only use CE_* tokens)
More specifically, CE is the syndrome effect prefix.
CDI is the prefix dealing with interactions.
Logged
Mishimanriz: Histories of Pegasi and Dictionaries

Xangi

  • Bay Watcher
  • ɛkzændʒiː
    • View Profile
Re: Vampire Weakness Raws?
« Reply #5 on: February 19, 2012, 12:49:07 am »

Hey guys, just wondering, I have a custom vampire syndrome, and I was told yesterday by a guy that I can use advanced worldgen to limit the random curses to zero then put my own "interaction_vampire" into the raws, and that will make it appear. Do I have to do anything else for deities to use the curse? or do they just automatically use it in the place of the regular random ones.

the raw is just the example with a bunch of stuff added in btw, in case that helps.
Logged
A spooky ghost.

Previous mod (34.11):
<<Fear The Night!>>
http://www.bay12forums.com/smf/index.php?topic=103747.0