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Author Topic: Noobs and descriptors  (Read 1655 times)

GrizzlyAdamz

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Noobs and descriptors
« on: July 24, 2012, 07:01:11 am »

Hello. What I'm trying to do is add the hilt of a weapon into the description of said weapon. I intend to make a copy of the weapons folder, change the item IDs, and only edit the descriptors of these- they will be custom-made weapons, (in-game), which would (hopefully) provide a path to the necessary information, (what the hilt is made of).

My problem is that I cannot seem to find a 'descriptors' page on the DF wiki, and so might have some work cut out for me if I can't find an alternate source of information.
Would one of you kind gents and ladies please be that alternate source of information?



-edit
It looks like weapon descriptions, maybe item descriptions, are entirely 'A [material] [item]', whereas critters have all kinds of fancy stuff. Is it possible to add the same functionality to items, or would I, (could I), turn my weapons into pseudo-bodies?

-edit
Have been trying to spawn a corpse through a reaction, but it isn't working out. Tried a few variations of
[PRODUCT:100:1:CORPSE:CREATURE:CREATURES:GOAT_MOUNTAIN:CREATURE]

trying to copy

[PRODUCT:100:1:WOOD:NONE:PLANT_MAT:PINE:WOOD]

The format
[PRODUCT:100:1:CORPSE:CREATURE:BADGER]

didn't crash DF, but it didn't produce a corpse, so I tried switching to badgers in case there was some sort of biome tag fuckin it up.
Keepers didn't work either.


-edit
You know what? On second thought, wielding corpse-swords wouldn't be as awesome as previously anticipated. There'd be no associated skill, and I don't see a way to set attack properties, (edge size for instance). So scratch that. You guys have anything? Might just add leather scraps to butcher results, and pretend 'Encircled with bands of Sea Monster Mythskin' is what it says.
-heh, easier said than done I see. Will have to work on it.
« Last Edit: July 24, 2012, 08:17:46 am by GrizzlyAdamz »
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Replica

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Re: Noobs and descriptors
« Reply #1 on: July 24, 2012, 08:36:39 am »

Dunno much about the rest, but you can decide edge size and associated skill.

[SKILL:SWORD] Decides what skill is used when attacking with the weapon, I've only tested it as far as with STANCE_STRIKE (striking) skill but in theory it could be anything, including general and social skills.


[ATTACK:EDGE:20000:4000:slash:slashes:NO_SUB:1250]
[ATTACK:EDGE:50:2000:stab:stabs:NO_SUB:1000]

See the difference?
The first value just after EDGE decides how large the "cutting edge" of an attack is.
The higher the number the larger the cutting attack (and thus the higher the likehood of severed limbs), serrated discs have a cutting edge of 100000, making it capable of severing whole bodies with ease.

You just need to figure the reaction out, I have no clue how to do your corpse swords myself, but I know that it has been done before.
« Last Edit: July 24, 2012, 08:47:01 am by Replica »
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GrizzlyAdamz

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Re: Noobs and descriptors
« Reply #2 on: July 24, 2012, 09:16:57 am »

Hmm, but the size of the cutting attack also effects the force exerted per-unit no? So a larger edge would require a greater velocity multiplier, not to mention a decent penetration rating.
But then I could be tragically wrong.

In any case, you can attach those to specific types of corpses? I thought corpses were dependent entirely on the creature that spawned them, and therefore it'd be interesting to try attaching properties to specific variations.
« Last Edit: July 24, 2012, 09:18:33 am by GrizzlyAdamz »
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Quietust

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Re: Noobs and descriptors
« Reply #3 on: July 24, 2012, 10:23:45 am »

Have been trying to spawn a corpse through a reaction, but it isn't working out. Tried a few variations of
[PRODUCT:100:1:CORPSE:CREATURE:CREATURES:GOAT_MOUNTAIN:CREATURE]

trying to copy

[PRODUCT:100:1:WOOD:NONE:PLANT_MAT:PINE:WOOD]

The format
[PRODUCT:100:1:CORPSE:CREATURE:BADGER]

didn't crash DF, but it didn't produce a corpse, so I tried switching to badgers in case there was some sort of biome tag fuckin it up.
Keepers didn't work either.
For one thing, you failed to specify an item subtype for CORPSE. However, the overall problem is that you cannot create CORSPE or CORPSEPIECE items using reactions because no matter what material you specify, the game will ignore it.
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Re: Noobs and descriptors
« Reply #4 on: July 24, 2012, 10:28:45 am »

No, you can have infinite edge without penalties, it doesn't actually increase the size of the weapon. Edge size and velocity multiplier are two separate things.
I am not 100% sure, but there is no weapon specific attack speed, attack speed is calculated by total weight of items on character, the size of the weapon and the weight of the material that the weapon is made of, the weapon attack stats have nothing to do with it.

And I am pretty sure that you can't attach weapon stats to materials, you'd need multiple weapon entries and different corpse reactions for different weapon stats.

This guy had reactions which used corpses, that might help you.
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GrizzlyAdamz

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Re: Noobs and descriptors
« Reply #5 on: July 24, 2012, 10:28:45 am »

Mk, then corpse swords isn't going to be a workable solution.
However, is there another way to lengthen item descriptions?


-edit
If the blocks worked that could be interesting, but the weapon looks like it would be made of bone- or did it say 'This is a corpse longsword'?

-edit
Gotcha.
« Last Edit: July 24, 2012, 10:38:13 am by GrizzlyAdamz »
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Quietust

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Re: Noobs and descriptors
« Reply #6 on: July 24, 2012, 10:35:33 am »

If the blocks worked that could be interesting, but the weapon looks like it would be made of bone- or did it say 'This is a corpse longsword'?
A corpse is not a material - it is an item. If you were to somehow make a sword out of a corpse, it would be made of one of the corpse's materials, most likely bone (provided you restricted the reaction to taking CORPSE items only containing a single material, otherwise you're bound to get strange results).
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Re: Noobs and descriptors
« Reply #7 on: July 24, 2012, 06:12:46 pm »

As quietist mentioned items can currently only be made of one material at a time. You could potentially have the name of the weapon be something like "iron sword with a bronze hilt", but other then flavor text there is no way to have a multi-material item that will have an effect in-game.
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Meph

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Re: Noobs and descriptors
« Reply #8 on: July 24, 2012, 08:14:28 pm »

You can do it this way:

Make weapon. "This is a iron sword"
Make custom materials named: "iron, with a wooden hilt and some cuts in the blade and blood on it and so on."
Decorate the iron sword with the material.

"This is a iron sword, banded with iron, with a wooden hilt and some cuts in the blade and blood on it and so on.

I know this works, since I tested it already on unique weapons and armors that have a background story.
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Re: Noobs and descriptors
« Reply #9 on: July 25, 2012, 10:27:41 am »

Exactly as Meph says.  I have done this, using custom materials for decorations to add flavor to weapons.  Just remember that you will be restricted to one of the six hardcoded improvement types (COVERED, GLAZED, RINGS_HANGING, BANDS, SPIKES, PAGES), and realistically you probably won't be using PAGES.  This means that your new material, which will carry the description you want, will start with the appropriate words for the given improvement.

Such as spiked maces I have in a mod I'm working on (This is an iron spiked mace.  It menaces with spikes of irregular bloody iron, stained from gore.)
The material for the improvement was a custom material I named IRREG_STAINED_IRON and the name of the material in the definition was "irregular bloody iron, stained from gore".

The 'problem' with this method is that it takes two reactions to make your desired weapon.
______

Another tool you can use is the [ADJECTIVE: ] token in the item entry.  Using this token will insert text in front of the material and item names in the description.  The problem with this is it requires a whole new weapon entry and reaction to make said weapon.

If you wanted, say, an ancient and battle-worn weapon, you could just include [ADJECTIVE:ancient and battle-worn] within the item entry.  The game would then make "This is a ancient and battle-worn iron sword" for example.
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GrizzlyAdamz

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Re: Noobs and descriptors
« Reply #10 on: July 25, 2012, 03:33:37 pm »

 :o that is a clever workaround!

but if we're forging weapons from any mat in the game, that might lead to a LOT of extra mats/reactions.
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Re: Noobs and descriptors
« Reply #11 on: July 26, 2012, 08:10:20 pm »

Yes. But for very special, rare items it is worth it, to add the flavor to it.

This is a zweihander called frostbrand, it is covered with images of dwarves fighting ancient evils. The great dwarven hero Urist banished the leader of the frost giants with this sword. It was thought lost forever. (Frostbrand does 10x extra damage against frost giants)
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i2amroy

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Re: Noobs and descriptors
« Reply #12 on: July 27, 2012, 02:02:49 am »

(Frostbrand does 10x extra damage against frost giants)
Can we do this now? I thought material weaknesses still had yet to be implemented, right?
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Re: Noobs and descriptors
« Reply #13 on: July 27, 2012, 04:05:59 am »

(Frostbrand does 10x extra damage against frost giants)
Can we do this now? I thought material weaknesses still had yet to be implemented, right?
Material weaknesses came in with werecreatures - they're a function of the creature rather than the material.
[MATERIAL_FORCE_MULTIPLIER:INORGANIC:IRON:10:1] for example makes the creature weaker to iron (multiplying the force by 10), while
[MATERIAL_FORCE_MULTIPLIER:INORGANIC:STEEL:1:10] makes it stronger to iron (dividing by 10).
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i2amroy

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Re: Noobs and descriptors
« Reply #14 on: July 27, 2012, 04:29:27 am »

Ah it's under creature tokens. That's why I wasn't finding it, I was looking under interaction tokens. :P
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