v50 Steam/Premium information for editors
- v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
- Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.
Mythical substance/script
Jump to navigation
Jump to search
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