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Author Topic: Not sure if asked before, but is there a way to make a (D&D like) cursed item?  (Read 820 times)

thistleknot

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Like a horribly failed artifact creation that results in being cursed... it would be best if it was cursed in a few situations, such as a weapon, and only when a dwarf grabbed it, such as a militia dwarf.

I would imagine it would be syndrome based, but the item couldn't be separated from the body (unless the attached limb was severed).

narhiril

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Like a horribly failed artifact creation that results in being cursed... it would be best if it was cursed in a few situations, such as a weapon, and only when a dwarf grabbed it, such as a militia dwarf.

I would imagine it would be syndrome based, but the item couldn't be separated from the body (unless the attached limb was severed).

It's possible, but it requires DFHack and one of Putnam's scripts (itemsyndrome) to do. 

Deon

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It won't be a failed artifact creation unless you mean an artifact of a random weapon which just happens to be this one.

It's perfectly doable, look at Genesis Reborn items: ancestral gown, titan belt, berserker axe, shadow veil, warlord banner, anything. Just apply a bad syndrome instead of the good ones.
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Putnam

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I should really add the feature where letting go of the item results in a syndrome being added for itemsyndrome and only grabbing it again can cure you.

narhiril

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I should really add the feature where letting go of the item results in a syndrome being added for itemsyndrome and only grabbing it again can cure you.

I was able to kind of approximate that, but a better way to do it would be awesome.

What I did was make a weapon with a syndrome that allowed an interaction.  The interaction allows the creature to give itself another, permanent syndrome with a suicide interaction that is blocked by the syndrome class of the original weapon syndrome.  The creature drops the weapon, the weapon syndrome goes away, the interaction isn't blocked anymore, and the creature suicides.  Obviously doesn't work so well for adventurers, but works well enough for npcs and fortress mode.

Putnam

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That breaks with the r4 version, so yeah, I'll probably have to make this newer thing.

narhiril

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That breaks with the r4 version, so yeah, I'll probably have to make this newer thing.

Does it?  How so?

Putnam

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The r4 version automatically gives the syndrome (which must be permanent) on pickup and automatically removes it on drop.

narhiril

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The r4 version automatically gives the syndrome (which must be permanent) on pickup and automatically removes it on drop.

I guess i didn't explain it properly.

Weapon carries syndrome A.
Syndrome A allows interaction A.
Creature holds weapon, uses interaction A.
Interaction A applies syndrome B to self.
Syndrome B allows interaction B.
Interaction B applies syndrome C, but interaction B is blocked by syndrome A.
Creature drops weapon, syndrome A and interaction A go away because itemsyndrome removes them, but syndrome B and interaction B persist because they weren't actually tied to the weapon.
Creature uses interaction B.
Creature gets syndrome C.

The only thing that it doesn't do is remove syndrome C if the weapon is picked back up... but since, in the case where I used it, syndrome C is lethal, it doesn't really matter.  The "newer thing" would allow for things like withdrawal symptoms that go away when the creature picks the weapon back up.
« Last Edit: November 21, 2013, 02:29:27 am by narhiril »
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Putnam

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Oh, yeah, that'll still work.

Meph

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The r4 version automatically gives the syndrome (which must be permanent) on pickup and automatically removes it on drop.

I guess i didn't explain it properly.

Weapon carries syndrome A.
Syndrome A allows interaction A.
Creature holds weapon, uses interaction A.
Interaction A applies syndrome B to self.
Syndrome B allows interaction B.
Interaction B applies syndrome C, but interaction B is blocked by syndrome A.
Creature drops weapon, syndrome A and interaction A go away because itemsyndrome removes them, but syndrome B and interaction B persist because they weren't actually tied to the weapon.
Creature uses interaction B.
Creature gets syndrome C.

The only thing that it doesn't do is remove syndrome C if the weapon is picked back up... but since, in the case where I used it, syndrome C is lethal, it doesn't really matter.  The "newer thing" would allow for things like withdrawal symptoms that go away when the creature picks the weapon back up.
I always wonder if so many syndromes and interactions do slow down the game at some point... if you have a lot of fort members spamming certain things all the time, just for status effects and syn classes that block something else...
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Putnam

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It has to increment each syndrome's ticks by 1 every tick, so it will slow down, but you probably won't notice it too much.