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Mythical substance/script

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mythical_healing_adjectives={
    "curious",
    "weird",
    "odd",
    "strange",
    "unusual",
    "peculiar"
}

mythical_healing_liquids={
    "liquid",
    "fluid",
    "broth",
    "juice",
    "goo",
    "liquor",
    "solution"
}

mythical_healing_alcohols={
    liquor=true
}

mythical_healing_globs={
    "jelly",
    "pulp",
    "wax",
    "jam",
    "dough"
}

materials.mythical_healing.default=function()
    local name_str = pick_random(mythical_healing_adjectives)
    local noun=""
    local lines={}
    if one_in(2) then
        noun=pick_random(mythical_healing_liquids)
        name_str=name_str.." "..noun
        lines[#lines+1]="[STATE_NAME_ADJ:LIQUID:"..name_str.."]"
        lines[#lines+1]="[STATE_NAME_ADJ:ALL_SOLID:frozen ]"..name_str.."]"
        lines[#lines+1]="[MELTING_POINT:9900]"
    else
        noun=pick_random(mythical_healing_globs)
        name_str=name_str.." "..noun
        lines[#lines+1]="[STATE_NAME_ADJ:LIQUID:molten "..name_str.."]"
        lines[#lines+1]="[STATE_NAME_ADJ:ALL_SOLID:]"..name_str.."]"
        lines[#lines+1]="[MELTING_POINT:10200]"
    end
    lines[#lines+1]="[STATE_NAME_ADJ:GAS:boiling "..name_str.."]"
    lines[#lines+1]="[BOILING_POINT:12000]"
    populate_monotone_color_pattern()
    local col_pat=pick_random(monotone_color_pattern)
    if col_pat then
        local col = world.descriptor.color[col_pat.color]
        lines[#lines+1]="[STATE_COLOR:ALL:"..col.token.."]"
        lines[#lines+1]="[DISPLAY_COLOR:"..col.col_f..":0:"..col.col_br
    else
        lines[#lines+1]="[DISPLAY_COLOR:1:0:1]"
    end
    lines[#lines+1]="[MATERIAL_VALUE:1]"
    lines[#lines+1]="[SPEC_HEAT:4181]"
    lines[#lines+1]="[IGNITE_POINT:NONE]"
    lines[#lines+1]="[HEATDAM_POINT:NONE]"
    lines[#lines+1]="[COLDDAM_POINT:NONE]"
    lines[#lines+1]="[MAT_FIXED_TEMP:NONE]"
    lines[#lines+1]="[MOLAR_MASS:1]"
    
    lines[#lines+1]="[EDIBLE_VERMIN]"
    lines[#lines+1]="[EDIBLE_RAW]"
    lines[#lines+1]="[EDIBLE_COOKED]"
    lines[#lines+1]="[DO_NOT_CLEAN_GLOB]"
    if mythical_healing_alcohols[noun] then -- i'm sure you can think of some alcoholic globs if you want
        lines[#lines+1]="[ALCOHOL]"
    end
    lines[#lines+1]="[ENTERS_BLOOD]"
    lines[#lines+1]="    [SYNDROME]"
    lines[#lines+1]="        [SYN_NAME:"..name_str.." effect]"
    lines[#lines+1]="        [SYN_AFFECTED_CLASS:GENERAL_POISON]"
    lines[#lines+1]="        [SYN_INGESTED]"
    --[[ all of this was in a for loop with individual creature effects listed out but (I *think*) the design purpose for that is fulfilled
         by having it all out in Lua anyway, so I'm just going to hardcode it here and if users wanna mod it they can add their own function]]
    lines[#lines+1]="        [CE_REGROW_PARTS:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT:BP:BY_CATEGORY:ALL:ALL]"
    lines[#lines+1]="        [CE_CLOSE_OPEN_WOUNDS:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT:BP:BY_CATEGORY:ALL:ALL]"
    lines[#lines+1]="        [CE_HEAL_TISSUES:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT:BP:BY_CATEGORY:ALL:ALL]"
    lines[#lines+1]="        [CE_HEAL_NERVES:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT:BP:BY_CATEGORY:ALL:ALL]"
    lines[#lines+1]="        [CE_STOP_BLEEDING:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT:BP:BY_CATEGORY:ALL:ALL]"
    lines[#lines+1]="        [CE_REDUCE_PAIN:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT:BP:BY_CATEGORY:ALL:ALL]"
    lines[#lines+1]="        [CE_REDUCE_DIZZINESS:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT]"
    lines[#lines+1]="        [CE_REDUCE_NAUSEA:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT]"
    lines[#lines+1]="        [CE_REDUCE_SWELLING:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT:BP:BY_CATEGORY:ALL:ALL]"
    lines[#lines+1]="        [CE_CURE_INFECTION:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT:BP:BY_CATEGORY:ALL:ALL]"
    lines[#lines+1]="        [CE_REDUCE_PARALYSIS:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT:BP:BY_CATEGORY:ALL:ALL]"
    lines[#lines+1]="        [CE_REDUCE_FEVER:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT]"
    return {mat=lines,weight=1}
end