Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Weapon drops  (Read 2063 times)

Kidiri

  • Bay Watcher
    • View Profile
Weapon drops
« on: May 13, 2008, 02:41:00 pm »

I want all of the megabeasts to drop one piece of weaponry or armour. For this to work, I've had to add a couple of them next to the basic Dragon, Hydra, Titan and Colossus. So now I've got nine megabeasts (I'm planning on having every species of them have only one name, one of the muses, but that'll be addressed later) and each one of them drops a weapon (pikes, (cross)bows and whips not included) or a piece of armour (shield, helmet, leggings...) specific for that creature and made from a specific material. Now my question is how I do this exactly. So far I've got these for [ITEMCORPSE]

code:

[ITEMCORPSE:ARMOR:DRAGON_ARMOUR:METAL:DRAGON_SCALE]
[ITEMCORPSE:WEAPON:TITAN_HAMMER:METAL:TITAN_ARM]
[ITEMCORPSE:WEAPON:COLOSSUS_SWORD:METAL:COLOSSUS_STEEL]
[ITEMCORPSE:HELM:HYDRA_HELMET:METAL:HYDRA_SKULL]
[ITEMCORPSE:SHOES:MINOTAUR_BOOTS:METAL:MINOTAUR_BONE]
[ITEMCORPSE:PANTS:SCYLLA_LEGGINGS:METAL:SCYLLA_BONE]
[ITEMCORPSE:WEAPON:CHIMERA_AXE:METAL:CHIMERA_TAIL]
[ITEMCORPSE:WEAPON:GORGON_MACE:METAL:GORON_HEAD]
[ITEMCORPSE:SHIELD:SPHINX_SHIELD:METAL:SPHINX_STONE]

These as the inputs for the materials:

code:
[MATGLOSS_METAL:DRAGON_SCALES]
[NAME:Dragon Scale][ADJ:Dragon Scale][COLOR:2:0:0]
[VALUE:50]
[SPEC_HEAT:7500]
[MELTING_POINT:25000]
[BOILING_POINT:50000]
[ARMOR]
[BLOCK_PERC:183]
[SOLID_DENSITY:7850]
[DEEP]

[MATGLOSS_METAL:TITAN_ARM]
[NAME:Titan Arm][ADJ:Titan Arm][COLOR:2:0:0]
[VALUE:50]
[SPEC_HEAT:7500]
[MELTING_POINT:25000]
[BOILING_POINT:50000]
[WEAPON]
[DAMAGE_PERC:175]
[SOLID_DENSITY:7850]
[DEEP]

[MATGLOSS_METAL:HYDRA_SKULL]
[NAME:Hydra Skull][ADJ:Hydra Skull][COLOR:2:0:0]
[VALUE:50]
[SPEC_HEAT:7500]
[MELTING_POINT:25000]
[BOILING_POINT:50000]
[ARMOR]
[BLOCK_PERC:183]
[SOLID_DENSITY:7850]
[DEEP]

[MATGLOSS_METAL:GORGON_HEAD]
[NAME:Gorgon Head][ADJ:gorgon Head][COLOR:2:0:0]
[VALUE:50]
[SPEC_HEAT:7500]
[MELTING_POINT:25000]
[BOILING_POINT:50000]
[WEAPON]
[DAMAGE_PERC:175]
[SOLID_DENSITY:7850]
[DEEP]

[MATGLOSS_METAL:COLOSSUS_STEEL]
[NAME:Colossus Steel][ADJ:Colossus Steel][COLOR:2:0:0]
[VALUE:50]
[SPEC_HEAT:7500]
[MELTING_POINT:25000]
[BOILING_POINT:50000]
[WEAPON]
[BLOCK_PERC:200]
[SOLID_DENSITY:7850]
[DEEP]

[MATGLOSS_METAL:SPHINX_STONE]
[NAME:Sphinx Stone][ADJ:Sphinx Stone][COLOR:2:0:0]
[VALUE:50]
[SPEC_HEAT:7500]
[MELTING_POINT:25000]
[BOILING_POINT:50000]
[ARMOR]
[BLOCK_PERC:183]
[SOLID_DENSITY:7850]
[DEEP]

[MATGLOSS_METAL:SCYLLA_BONE]
[NAME:Scylla Bone][ADJ:Scylla Bone][COLOR:2:0:0]
[VALUE:50]
[SPEC_HEAT:7500]
[MELTING_POINT:25000]
[BOILING_POINT:50000]
[ARMOR]
[BLOCK_PERC:183]
[SOLID_DENSITY:7850]
[DEEP]

[MATGLOSS_METAL:MINOTAUR]
[NAME:Minotaur Bone][ADJ:Minotaur Bone][COLOR:2:0:0]
[VALUE:50]
[SPEC_HEAT:7500]
[MELTING_POINT:25000]
[BOILING_POINT:50000]
[ARMOR]
[BLOCK_PERC:183]
[SOLID_DENSITY:7850]
[DEEP]

[MATGLOSS_METAL:CHIMERA_TAIL]
[NAME:Chimera Tail][ADJ:Chimera Tail][COLOR:2:0:0]
[VALUE:50]
[SPEC_HEAT:7500]
[MELTING_POINT:25000]
[BOILING_POINT:50000]
[WEAPON]
[BLOCK_PERC:175]
[SOLID_DENSITY:7850]
[DEEP]


And these are he items they should drop:

code:
[ITEM_SHIELD:ITEM_SHIELD_SPHINX]
[NAME:Shield:Shield]
[WEIGHT:75]
[VALUE:125]
[ARMORLEVEL:3]
[BLOCKCHANCE:33]
[BLOCKPOWER:88]
[UPSTEP:MAX]
[MATERIAL_SIZE:6]
[METAL]
[HARD]

[ITEM_HELM:ITEM_HYDRA_HELMET]
[NAME:Helmet:Helmets]
[WEIGHT:30]
[VALUE:125]
[ARMORLEVEL:3]
[BLOCKPOWER:88]
[METAL_ARMOR_LEVELS]
[SHAPED]
[LAYER:ARMOR]
[COVERAGE:125]
[LAYER_SIZE:30]
[LAYER_PERMIT:20]
[MATERIAL_SIZE:2]
[HARD]
[METAL]

[ITEM_PANTS:ITEM_SCYLLA_LEGGINGS]
[NAME:Leggings:Leggings][PREPLURAL:pairs of]
[WEIGHT:90]
[VALUE:125]
[ARMORLEVEL:3]
[BLOCKPOWER:88]
[LBSTEP:MAX]
[LAYER:ARMOR]
[COVERAGE:125]
[LAYER_SIZE:30]
[LAYER_PERMIT:30]
[MATERIAL_SIZE:6]
[METAL]
[HARD]

[ITEM_SHOES:ITEM_MINOTAUR_BOOTS]
[NAME:High Boot:High Boots]
[WEIGHT:30]
[VALUE:125]
[ARMORLEVEL:3]
[BLOCKPOWER:88]
[UPSTEP:MAX]
[METAL_ARMOR_LEVELS]
[LAYER:ARMOR]
[COVERAGE:125]
[LAYER_SIZE:50]
[LAYER_PERMIT:15]
[MATERIAL_SIZE:2]
[METAL]
[HARD]

[ITEM_ARMOR:ITEM_DRAGON_ARMOUR]
[NAME:Armour:Armour]
[PREPLURAL:suits of]
[WEIGHT:225]
[VALUE:125]
[ARMORLEVEL:3]
[MAINBLOCK:88]
[SECONDBLOCK:63]
[UBSTEP:MAX]
[LBSTEP:MAX]
[LAYER:ARMOR]
[COVERAGE:125]
[LAYER_SIZE:40]
[LAYER_PERMIT:50]
[MATERIAL_SIZE:9]
[HARD]
[METAL]

[ITEM_WEAPON:ITEM_TITAN_HAMMER]
[NAME:Hammer:Hammer]
[DAMAGE:200:COLD   ]
[WEIGHT:195]
[SKILL:HAMMER]
[TWO_HANDED:5]
[MINIMUM_SIZE:6]
[MATERIAL_SIZE:5]

[ITEM_WEAPON:ITEM_GORGON_MACE]
[NAME:Mace:Maces]
[DAMAGE:200:HEAT]
[WEIGHT:75]
[SKILL:MACE]
[TWO_HANDED:5]
[MINIMUM_SIZE:6]
[MATERIAL_SIZE:4]

[ITEM_WEAPON:ITEM_COLOSSUS_SWORD]
[NAME:Sword:Swords]
[DAMAGE:200:SLASH]
[WEIGHT:90]
[SKILL:SWORD]
[CRIT_BOOST:1]
[TWO_HANDED:5]
[MINIMUM_SIZE:6]
[MATERIAL_SIZE:5]

[ITEM_WEAPON:ITEM_CHIMERA_AXE]
[NAME:Axe:Axe]
[DAMAGE:200:BURN]
[WEIGHT:130]
[SKILL:AXE]
[TWO_HANDED:5]
[MINIMUM_SIZE:6]
[MATERIAL_SIZE:5]


I've tried a couple of times playing as a Titan and once they dropped a metallic flail (wrong syntax), once a Titan Arm pike, a TA two-handed sword, TA war hammer and various other weapons made from Titan Arms, but not once did I see a Titan Arm Hammer. I would like to know why that is. It'll have something to do with the [ITEMCORPSE:WEAPON:TITAN_HAMMER]-part, but I have no idea what's wrong with it.

And there's another question, an easier on, most likely. Where do creature names come from? Are they randomly chosen from the language_-files? If so, where are the references  put? In the creature's code or in the creature's entity's code?

Anyway, thanks.

Logged
Veni, Vidi, Pompeii.
Soylent Green is kittens!
Sometimes, when my Dorfs are exceptionally stupid again, I wonder what exactly the [INTELLIGENT]-tag does.

Sean Mirrsen

  • Bay Watcher
  • Bearer of the Psionic Flame
    • View Profile
Re: Weapon drops
« Reply #1 on: May 13, 2008, 03:35:00 pm »

The titan hammer has "ITEM_" in its ID. You have to use the exact ID, otherwise the game writes it off as an error and sticks a random choice in there, making it spawn random weapons.
Logged
Multiworld Madness Archive:
Game One, Discontinued at World 3.
Game Two, Discontinued at World 1.

"Europe has to grow out of the mindset that Europe's problems are the world's problems, but the world's problems are not Europe's problems."
- Subrahmanyam Jaishankar, Minister of External Affairs, India

Deon

  • Bay Watcher
  • 💀 💀 💀 💀 💀
    • View Profile
Re: Weapon drops
« Reply #2 on: May 13, 2008, 03:59:00 pm »

Right.
So it should be
[ITEMCORPSE:ARMOR:ITEM_DRAGON_ARMOUR:METAL:DRAGON_SCALE]
instead of
[ITEMCORPSE:ARMOR:DRAGON_ARMOUR:METAL:DRAGON_SCALE]

The same problem with other things.

[ May 13, 2008: Message edited by: Deon ]

Logged
▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Kidiri

  • Bay Watcher
    • View Profile
Re: Weapon drops
« Reply #3 on: May 13, 2008, 04:07:00 pm »

Ah, thanks a lot guys. I thought it would be something like that, but wasn't quite sure.
Logged
Veni, Vidi, Pompeii.
Soylent Green is kittens!
Sometimes, when my Dorfs are exceptionally stupid again, I wonder what exactly the [INTELLIGENT]-tag does.

Rawl

  • Bay Watcher
    • View Profile
Re: Weapon drops
« Reply #4 on: May 27, 2008, 09:54:00 pm »

Okay I'm going to build of this topic and expand it slightly.
Is it possible to have a creature ITEMCORPSE multiple items or am I just trying to hard? I've tried multiple lines and bunching in brackets. All just seem to make it drop the first ITEMCORPSE that's tagged. Does anyone have any ideas to get the desired results?
Logged

Inquisitor Saturn

  • Bay Watcher
    • View Profile
Re: Weapon drops
« Reply #5 on: May 27, 2008, 09:59:00 pm »

Well, in the vanilla game the itemcorpse tag is used by only two creatures, so I doubt Toady will have added a multiple drop function.
Logged

Jay

  • Bay Watcher
  • ☼Not Dead Yet☼
    • View Profile
Re: Weapon drops
« Reply #6 on: May 28, 2008, 06:14:00 pm »

quote:
Originally posted by Inquisitor Saturn:
<STRONG>Well, in the vanilla game the itemcorpse tag is used by only two creatures, so I doubt Toady will have added a multiple drop function.</STRONG>

Correct.  The item takes the place of the corpse, as the ITEMCORPSE tag is pretty clear on.
Two corpses would be odd.
Logged
Mishimanriz: Histories of Pegasi and Dictionaries

Rawl

  • Bay Watcher
    • View Profile
Re: Weapon drops
« Reply #7 on: May 28, 2008, 09:28:00 pm »

Touche. Well then, on to plan b!
Logged

Deon

  • Bay Watcher
  • 💀 💀 💀 💀 💀
    • View Profile
Re: Weapon drops
« Reply #8 on: May 29, 2008, 09:58:00 am »

Also note that it drops first itemcorpse only.
If you want a random drop though, it's possible.
Logged
▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Sean Mirrsen

  • Bay Watcher
  • Bearer of the Psionic Flame
    • View Profile
Re: Weapon drops
« Reply #9 on: May 29, 2008, 10:49:00 am »

Actually, last. Only the last of the itemcorpse entries will take effect.
Logged
Multiworld Madness Archive:
Game One, Discontinued at World 3.
Game Two, Discontinued at World 1.

"Europe has to grow out of the mindset that Europe's problems are the world's problems, but the world's problems are not Europe's problems."
- Subrahmanyam Jaishankar, Minister of External Affairs, India

Deon

  • Bay Watcher
  • 💀 💀 💀 💀 💀
    • View Profile
Re: Weapon drops
« Reply #10 on: May 29, 2008, 10:53:00 am »

Thanks for fixing =). Anyway, it means there's no sense to announce more than 1 itemcorpse.

[ May 29, 2008: Message edited by: Deon ]

Logged
▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository