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Author Topic: A Few Custom Weapons  (Read 2888 times)

Jake

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A Few Custom Weapons
« on: October 04, 2008, 02:42:21 am »

Warning: These mods have not yet been tested. Use them at your own risk.

[ITEM_WEAPON:ITEM_WEAPON_SPEARBOW]
[NAME:spearbow:spearbows]
[DAMAGE:90:PIERCE]
[WEIGHT:40]
[SKILL:SPEAR]
[CRIT_BOOST:1]
[RANGED:CROSSBOW:BOLT]
[TWO_HANDED:0]
[MINIMUM_SIZE:5]
[MATERIAL_SIZE:3]

Essentially, a crossbow with an integral spike bayonet. Designed to give marksdwarves and hunters something more useful than the butt of their crossbows to fend off charging goblins and the odd carp in close combat, particularly on metal-poor maps.

[ITEM_WEAPON:ITEM_WEAPON_KNUCKLE]
[NAME:knuckleduster:knuckledusters]
[DAMAGE:40:BLUDGEON]
[WEIGHT:5]
[SKILL:UNARMED]
[TWO_HANDED:0]
[MINIMUM_SIZE:3]
[MATERIAL_SIZE:1]
Only really useful in Adventure Mode until I can figure out how to make a stack of them out of a bar of metal. Again, aimed at fortresses where useful metal is scarce.

[ITEM_WEAPON:ITEM_WEAPON_THROWER]
[NAME:spear-thrower:spear-throwers]
[DAMAGE:70:PIERCE]
[WEIGHT:20]
[SKILL:HAMMER]
[CRIT_BOOST:1]
[RANGED:SPEAR:JAVELIN]
[TWO_HANDED:0]
[MINIMUM_SIZE:4]
[MATERIAL_SIZE:3]

ITEM_AMMO:ITEM_AMMO_JAVELINS]
[NAME:javelin:javelins]
[CLASS:JAVELIN]
[DAMAGE:120:PIERCE]

'Legendary Spearchucker' jokes not welcome... Somewhat pointless at the moment, seeing as weapon range is apparently hardcoded and I have neither the skills nor the patience to start messing around with the source code, but still kind of cool.

[ITEM_WEAPON:ITEM_WEAPON_AXE_BITLESS]
[NAME:bitless axe:bitless axes]
[DAMAGE:10:BLUDGEON]
[WEIGHT:100]
[SKILL:AXE]
[TWO_HANDED:5]
[MINIMUM_SIZE:5]
[MATERIAL_SIZE:4]

[ITEM_WEAPON:ITEM_WEAPON_HAMMER_PADDED]
[NAME:padded training hammer:padded training hammers]
[DAMAGE:10:BLUDGEON]
[WEIGHT:80]
[SKILL:HAMMER]
[TWO_HANDED:4]
[MINIMUM_SIZE:4]
[MATERIAL_SIZE:3]

[ITEM_WEAPON:ITEM_WEAPON_SWORD_DULL]
[NAME:practice sword:practice swords]
[DAMAGE:10:BLUDGEON]
[WEIGHT:60]
[SKILL:SWORD]
[TWO_HANDED:4]
[MINIMUM_SIZE:4]
[CAN_STONE]
[MATERIAL_SIZE:3]
[STICK_CHANCE:0]

[ITEM_WEAPON:ITEM_WEAPON_POINTY]
[NAME:padded training spear:padded training spears]
[DAMAGE:5:PIERCE]
[WEIGHT:80]
[SKILL:SPEAR]
[TWO_HANDED:5]
[MINIMUM_SIZE:5]
[MATERIAL_SIZE:3]
[STICK_CHANCE:0]

Based on MickEfinn's designs for training weapons, with a few modifications. Notice the increased item weights, in most cases double that of their frontline-duty equivalents; the theory is that it should enable recruits to level up their strength and agility faster.

[ITEM_WEAPON:ITEM_WEAPON_TRUNCHEON]
[NAME:truncheon:truncheons]
[DAMAGE:15:BLUDGEON]
[WEIGHT:40]
[SKILL:MACE]
[TWO_HANDED:4]
[MINIMUM_SIZE:4]
[MATERIAL_SIZE:3]
Also based loosely on one of MickEfiin's training weapons, namely the kitten-headed mace, but modified with an eye towards issue to the Fortress Guard; I have no idea whether the Sheriff puts his weapon down to administer corporal punishment and no desire to find out the hard way.
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Never used Dwarf Therapist, mods or tilesets in all the years I've been playing.
I think Toady's confusing interface better simulates the experience of a bunch of disorganised drunken dwarves running a fort.

Black Powder Firearms - Superior firepower, realistic manufacturing and rocket launchers!

Mulch Diggums

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Re: A Few Custom Weapons
« Reply #1 on: October 04, 2008, 02:59:03 am »

Heh.. awesome... May I suggest adding in somthing a bit more... science fictiony =]. A light sabre.
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Jake

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Re: A Few Custom Weapons
« Reply #2 on: October 04, 2008, 09:06:35 pm »

[ITEM_WEAPON:ITEM_WEAPON_RIOT]
[NAME:riot bow:riot bows]
[DAMAGE:25:BLUDGEON]
[WEIGHT:40]
[SKILL:SPEAR]
[CRIT_BOOST:1]
[RANGED:RIOT:RIOT]
[TWO_HANDED:0]
[MINIMUM_SIZE:5]
[MATERIAL_SIZE:3]

ITEM_AMMO:ITEM_AMMO_RIOT]
[NAME:riot bolt:riot bolts]
[CLASS:RIOT]
[DAMAGE:40:BLUDGEON]

A training/internal security equivalent to the spearbow, with the equivalent of a boxing glove on the bayonet and blunt, low-velocity ammunition.
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Never used Dwarf Therapist, mods or tilesets in all the years I've been playing.
I think Toady's confusing interface better simulates the experience of a bunch of disorganised drunken dwarves running a fort.

Black Powder Firearms - Superior firepower, realistic manufacturing and rocket launchers!

Duke 2.0

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Re: A Few Custom Weapons
« Reply #3 on: October 04, 2008, 09:49:24 pm »


 I was going to post an amusing image of the Green Arrow using a Boxing Glove arrow, but apparently nobody found that important enough to upload to the internet.

 Why?

 Ooh! Hammer arrows! Just like normal arrows, only they have a big 'ol hammer on 'em.
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Jake

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Re: A Few Custom Weapons
« Reply #4 on: October 04, 2008, 09:55:03 pm »

Man, I'm on a roll tonight...

[ITEM_WEAPON:ITEM_WEAPON_PIECEMAKER]
[NAME:trench bow:trench bows]
[DAMAGE:80:BLUDGEON]
[WEIGHT:75]
[SKILL:HAMMER]
[RANGED:CROSSBOW:CLUSTERBOLT]
[TWO_HANDED:0]
[MINIMUM_SIZE:5]
[MATERIAL_SIZE:3]

[ITEM_AMMO:ITEM_AMMO_CLUSTERBOLT]
[NAME:clusterbolt:clusterbolts]
[CLASS:CLUSTERBOLT]
[DAMAGE:800:GORE]

Idea stolen shamelessly from the weapon carried in action by Sgt. Detritus of the Ankh-Morpork City Watch.

Edited 02/11/2008: Corrected code mistake.
« Last Edit: November 02, 2008, 06:09:00 pm by Jake »
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Never used Dwarf Therapist, mods or tilesets in all the years I've been playing.
I think Toady's confusing interface better simulates the experience of a bunch of disorganised drunken dwarves running a fort.

Black Powder Firearms - Superior firepower, realistic manufacturing and rocket launchers!

Kagus

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Re: A Few Custom Weapons
« Reply #5 on: October 05, 2008, 05:58:14 am »

Uhh...  Neither RIOT nor PIECEMAKER are actual skills...  Nobody will be able to use those.

Jake

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Re: A Few Custom Weapons
« Reply #6 on: October 05, 2008, 08:35:27 am »

Oh, yeah, of course. Thanks for that; I'll adjust the files accordingly.
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Never used Dwarf Therapist, mods or tilesets in all the years I've been playing.
I think Toady's confusing interface better simulates the experience of a bunch of disorganised drunken dwarves running a fort.

Black Powder Firearms - Superior firepower, realistic manufacturing and rocket launchers!

Cles

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Re: A Few Custom Weapons
« Reply #7 on: October 30, 2008, 10:27:51 pm »

Ah, a bow that can knock in both the front door and the backdoor with a single shot! I think it needs to be heavier.
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LegoLord

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Re: A Few Custom Weapons
« Reply #8 on: October 31, 2008, 05:50:12 pm »

Man, I'm on a roll tonight...

[ITEM_WEAPON:ITEM_WEAPON_PIECEMAKER]
[NAME:trench bow:trench bows]
[DAMAGE:80:BLUDGEON]
[WEIGHT:75]
[SKILL:HAMMER]
[RANGED:PIECEMAKER:CLUSTERBOLT]
[TWO_HANDED:0]
[MINIMUM_SIZE:5]
[MATERIAL_SIZE:3]

[ITEM_AMMO:ITEM_AMMO_CLUSTERBOLT]
[NAME:clusterbolt:clusterbolts]
[CLASS:CLUSTERBOLT]
[DAMAGE:800:GORE]

Idea stolen shamelessly from the weapon carried in action by Sgt. Detritus of the Ankh-Morpork City Watch.

I just gotta say THAT IS AWESOME.  Heh, Sgt. Detritus.  He's one of my favorite Watchmen.
It must be deadly with the DF firing rate & bolt stacking.  Well, more deadly, anyway.
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Jake

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Re: A Few Custom Weapons
« Reply #9 on: October 31, 2008, 06:52:05 pm »

Heh. Thanks, guys, but don't shower me with adulation yet; I still haven't got it to work.
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Never used Dwarf Therapist, mods or tilesets in all the years I've been playing.
I think Toady's confusing interface better simulates the experience of a bunch of disorganised drunken dwarves running a fort.

Black Powder Firearms - Superior firepower, realistic manufacturing and rocket launchers!

Jay

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Re: A Few Custom Weapons
« Reply #10 on: October 31, 2008, 08:55:59 pm »

Ranged tag:
[RANGED:SKILL:CLASS]

Your problem is that you're using the name of the weapon like it's a skill.
It is not.
[RANGED:CROSSBOW:CLUSTERBOLT]
Would work.
You could just use BOW, but you couldn't use it in fortress mode if that were the case, as the military screen is hardcoded to show what it does (supposedly will be fixed in next version)
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Booken the Blue

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Re: A Few Custom Weapons
« Reply #11 on: November 01, 2008, 03:13:09 am »

I like the idea of combining ranged and melee into a single weapon. I mod myself some. The basic would of course be
1) A bow with blades for edges.
2) A hammer that shoots bolts
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Jake

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Re: A Few Custom Weapons
« Reply #12 on: November 01, 2008, 06:16:42 am »

Ranged tag:
[RANGED:SKILL:CLASS]

Your problem is that you're using the name of the weapon like it's a skill.
It is not.
Someone pointed that out earlier and I changed it in the raws, but forgot to edit my post.

A hammer that shoots bolts
Isn't that kind of what the crossbow is from a coding perspective?
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Never used Dwarf Therapist, mods or tilesets in all the years I've been playing.
I think Toady's confusing interface better simulates the experience of a bunch of disorganised drunken dwarves running a fort.

Black Powder Firearms - Superior firepower, realistic manufacturing and rocket launchers!

Jay

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Re: A Few Custom Weapons
« Reply #13 on: November 01, 2008, 10:08:10 am »

Ranged tag:
[RANGED:SKILL:CLASS]

Your problem is that you're using the name of the weapon like it's a skill.
It is not.
Someone pointed that out earlier and I changed it in the raws, but forgot to edit my post.
Well, edit your post then :P
A hammer that shoots bolts
Isn't that kind of what the crossbow is from a coding perspective?
Indeed.
A slight tone up in damage maybe but otherwise that's EXACTLY what the crossbow is.

OH!  Just remembered...
You can't have any different type of item (as named by the vanilla raws) in the same new text file.
Ammo and weapon have to be separate.  You DID do this, yes?
...And you did put it in your civ's list?
« Last Edit: November 01, 2008, 10:10:41 am by jaybud4 »
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Eatnobles4breakfast

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Re: A Few Custom Weapons
« Reply #14 on: November 02, 2008, 12:48:40 am »

yeah, i've had bladed crosbows for a while...
they are realy useful cuz whatever your idiot hunter is wasting his bolts at looses it's arms before your dwarf does...
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