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Author Topic: Rare Special Weapons  (Read 409 times)

RenoFox

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Rare Special Weapons
« on: June 28, 2013, 03:02:34 am »

I'd like to mod in some special weapons, but I wouldn't want them to be common. I figure having some weapons drop only as itemcorpse or a butchering result from specific creatures would work, but is there a way to get occasional ones for invaders and npcs too?

Since moods can produce artifact weapons like blowguns, could they also produce weapons that are foreign to ALL civilizations? Would having the raws for double club and pailbat be enough to make them viable artifacts?

Meph

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Re: Rare Special Weapons
« Reply #1 on: June 28, 2013, 03:13:31 am »

You can make goblins have more castes that have itemcorpses. Caste:Male, pop-ratio 100, Caste:Female, pop-ratio:100, and then Caste:Male-itemdrop1, pop-ratio 5, Caste:Female-itemdrop2, pop-ratio 5, and so forth. Each of the rare castes could drop a masterwork metal weapon of material and type of choice.

Moods also create any item in the raws, ignoring what is available to the entity. You are correct in the assumption that you can pack weapons into those and they will show up in moods. I have literally hundrets of such items in my mod. Their appearance is still quite rare.

Another way it a reaction that procudes WEAPON:NONE:material type:material id, for example WEAPON:NONE:INORGANIC:STEEL. This will produce a random weapon. I think it is restricted to the entity enabled weapons, but I could be wrong.

Another option is to make a reaction with 100 custom weapons, and use PRODUCT:1:1:WEAPON:, this has a 1% chance on each of the 100 weapons. Or you make 10 weapons and use PRODUCT:10:1:WEAPON:. 10% each. ;)

Making rare plants or trees or wildlife as reagents for weapons is possible as well.
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