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Author Topic: Some modding questions  (Read 836 times)

martinuzz

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Some modding questions
« on: August 16, 2010, 04:54:40 pm »

I'm thinking of making a runesmithing mod.
However, I'm not really experienced at modding, so any help is welcome.

I have some basic questions, to know if my ideas are even possible:

1) is it possible to mod in weapons that do cold / heat damage?
2) is it possible to mod in weapons that paralyze / stun on hit?
3) is it possible to make armor that confers a syndrome effect to the wearer?
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TomiTapio

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Re: Some modding questions
« Reply #1 on: August 16, 2010, 05:03:54 pm »

1) is it possible to mod in weapons that do cold / heat damage?
2) is it possible to mod in weapons that paralyze / stun on hit?
3) is it possible to make armor that confers a syndrome effect to the wearer?
1) no.
2) no.
3) no.

In short, magical effects are not yet in the fortress game.
Adventurer can now do some magic with from-nowhere reactions, like create hot-ball or cold-ball from nothing, then throw at enemy. (hot-ball / fire throwable in is Genesis mod)
« Last Edit: August 16, 2010, 05:05:58 pm by TomiTapio »
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Shaostoul

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Re: Some modding questions
« Reply #2 on: August 16, 2010, 05:40:08 pm »

The hold/cold damage is possible, however the creature wielding has to be modded to be able to hold it. Like a fixed cold dam point or fire immunity and heat dam point etc.

With vanilla dwarfs, it's a 'not possibly'
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I mod games and educate others how to do so as well, if you'd like to learn join my Discord and you can join a bunch of like minded individuals. (Presently modding Space Engineers and No Man's Sky.)

Looking into modding DF? This forum guide & wiki guide may still be a good start!

jocan2003

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Re: Some modding questions
« Reply #3 on: August 17, 2010, 07:12:44 pm »

Cant you just mod a new metal or leather to male glove that will protect Urist from the damage?

Want to wield a firesword? First wear your glove!!
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