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Author Topic: syndromes on metal  (Read 1555 times)

stabbymcstabstab

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syndromes on metal
« on: July 05, 2011, 07:52:36 pm »

how do you get syndromes on metal? i want to know before i add this to my mod
Code: [Select]
[INORGANIC:MITHRAL]
[USE_MATERIAL_TEMPLATE:METAL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:mithral]
[STATE_NAME_ADJ:LIQUID:molten mithral]
[STATE_NAME_ADJ:GAS:boiling mithral]
[DISPLAY_COLOR:7:7:1]
[MATERIAL_VALUE:200]
[SPEC_HEAT:7500]
[MELTING_POINT:20000]
[BOILING_POINT:50000]
[ITEMS_WEAPON][ITEMS_WEAPON_RANGED][ITEMS_AMMO][ITEMS_DIGGER][ITEMS_ARMOR][ITEMS_ANVIL]
[ITEMS_HARD]
[ITEMS_METAL]
[ITEMS_BARRED]
[ITEMS_SCALED]
[ITEMS_SOFT]
[SOLID_DENSITY:3000]
[LIQUID_DENSITY:2000]
[MOLAR_MASS:55845]
[IMPACT_YIELD:20000]
[IMPACT_FRACTURE:3000]
[IMPACT_STRAIN_AT_YIELD:650]
[COMPRESSIVE_YIELD:2000000]
[COMPRESSIVE_FRACTURE:2000000]
[COMPRESSIVE_STRAIN_AT_YIELD:675]
[TENSILE_YIELD:2000000]
[TENSILE_FRACTURE:2000000]
[TENSILE_STRAIN_AT_YIELD:200]
[TORSION_YIELD:2000000]
[TORSION_FRACTURE:2000000]
[TORSION_STRAIN_AT_YIELD:200]
[SHEAR_YIELD:2000000]
[SHEAR_FRACTURE:2000000]
[SHEAR_STRAIN_AT_YIELD:200]
[BENDING_YIELD:2000000]
[BENDING_FRACTURE:2000000]
[BENDING_STRAIN_AT_YIELD:200]
[MAX_EDGE:12000]
[SYNDROME]
[SYN_NAME:godblood]
[SYN_AFFECTED_CREATURE:HIGH_ELF:ALL]
[SYN_AFFECTED_CREATURE:GNOME:ALL]
[SYN_AFFECTED_CREATURE:DWARF:ALL]
[SYN_AFFECTED_CREATURE:ELF:ALL]
[SYN_CONTACT]
[SYN_INJECTED]
[CE_NECROSIS:SEV:100:PROB:100:BP:BY_CATEGORY:ALL:ALL:START:0:PEAK:30:END:1200]
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A Spoony Bard

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Re: syndromes on metal
« Reply #1 on: July 05, 2011, 08:48:23 pm »

[SYN_INJECTED] Probabaly won't be useful, as it is used for when it is injected by a creature's bite. Also, the metal needs [ENTERS_BLOOD] if you do plan on using the [SYN_INJECTED] tag.
And since the syndrome in question only results in necrosis, you may want to take a peek at this entry about necrosis from the wiki:
"Causes the targeted bodypart to rot, with associated tissue damage and miasma. Badly necrotic limbs will require amputation and heavy rot will eventually result in bleeding. Necrosis has some strange behavior involving bleeding to death that isn't fully understood; a 100% necrotic creature can survive fine with no non-yellow bodyparts but will die of bleeding as soon as they end a round of combat, even if they never take a hit. Because of this, fairly useless unless targeting the lungs or eyes."
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stabbymcstabstab

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Re: syndromes on metal
« Reply #2 on: July 05, 2011, 08:54:45 pm »

its just a protatype i plan on changing it till i can understand syndromes better i plan on having the eyes and tongue rotting out
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A Spoony Bard

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Re: syndromes on metal
« Reply #3 on: July 05, 2011, 09:02:48 pm »

The syndrome should work, though. However, it will rot every body part regardless of which body part it touches.
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GreatWyrmGold

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Re: syndromes on metal
« Reply #4 on: July 05, 2011, 09:27:35 pm »

Is there any way to get it to work on a sword blade?
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SirAaronIII

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Re: syndromes on metal
« Reply #5 on: July 05, 2011, 09:45:01 pm »

You would have to make the sword out of the metal.
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thatkid

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Re: syndromes on metal
« Reply #6 on: July 05, 2011, 10:02:13 pm »

The metal needs to turn into a gas, in the case of SYN_INHALE, or a liquid, in the case of SYN_CONTACT, before anyone will actually contract it.
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D_E

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Re: syndromes on metal
« Reply #7 on: July 05, 2011, 10:30:18 pm »

You would have to make the sword out of the metal.

This is incorrect, syndromes do not work on weapons, or by any other form of contact with a solid material.

Creatures only contract syndromes from inhaling clouds of the material (if the syndrome has the INHALE tag), getting covered in a liquid material (if the syndrome has the CONTACT tag), or being injected with the material (if the syndrome has the INJECTED tag, usually creatures are injected by another creature's attack, although I have heard that weapons coated with the liquid material can also inflict injected syndromes, this is difficult to actually do because of the difficulty of coating the weapons in the first place, and I'm not sure that it even works).  EDIT:  I believe coated weapons do reliably pass on CONTACT syndromes, however.

In general, it is very difficult to expose creatures to poisons in DF.  Workarounds involving magma or fire are possible, but probably more trouble than they're worth.  Workarounds using bolts of the material and vaporization points are also possible, but finicky and prone to blowing up in your face in hot climates.

However, syndromes and materials work quite well when used with creature's natural attacks, so that's probably where you should start.
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stabbymcstabstab

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Re: syndromes on metal
« Reply #8 on: July 06, 2011, 09:41:17 am »

well that sucks plan b then
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Grimlocke

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Re: syndromes on metal
« Reply #9 on: July 06, 2011, 10:08:30 am »

All the ways you could do this now are extremely fiddly and workaroundy, it might be wisest to wait untill the upcomming release which should have some changes and expansions to the syndrome system.
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SirAaronIII

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Re: syndromes on metal
« Reply #10 on: July 06, 2011, 10:26:51 am »

Huh, I was under the impression that the poison/paralyzing/sleep/combusting bolts from the Monster Hunter Universe mod were their own material. So I thought that if you could cheat to get bars of that material, you could perhaps forge other weapons which would also have the effect.
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Radiant_Phoenix

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Re: syndromes on metal
« Reply #11 on: July 06, 2011, 04:32:30 pm »

Those probably work by melting or boiling on contact.
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narhiril

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Re: syndromes on metal
« Reply #12 on: July 06, 2011, 06:41:08 pm »

Those probably work by melting or boiling on contact.

This is exactly how they work, but this can cause some other problems...  like ammunition stockpiles exploding in hot climates or bolts not working versus targets with a lower body temperature.