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Difference between revisions of "Mythical substance"
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(Mythical healing generation script) |
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{{minorspoiler}} | {{minorspoiler}} | ||
+ | [[File:Healing globs moments before consumption.png|right|200px|thumb|An [[adventurer]] about to eat a healing [[glob]].<br>''<small>Art by Rumrusher.</small>'']] | ||
'''Mythical substances''' are procedurally-generated [[liquid]]s and [[glob]]s with [[Magic|magical]] properties. Each world has a number of differently-named substances, such as "odd jelly" or "peculiar broth," though currently all of them carry the same [[syndrome]]. | '''Mythical substances''' are procedurally-generated [[liquid]]s and [[glob]]s with [[Magic|magical]] properties. Each world has a number of differently-named substances, such as "odd jelly" or "peculiar broth," though currently all of them carry the same [[syndrome]]. | ||
==Healing potion== | ==Healing potion== | ||
− | A [[mysterious dungeon]]'s | + | A [[mysterious dungeon]]'s [[Dungeon guardian|guardian]] carries a [[waterskin]] filled with a restorative substance that they can consume in combat. Ingesting it grants a powerful [[syndrome]] that cures nearly all [[wound]]s, even [[Syndrome#CE_REGROW_PARTS|regrowing limbs]] and [[Syndrome#CE_HEAL_NERVES|healing nerve damage]]. It does not heal blood loss. |
Creatures that are [[Construct creature|immune to poison]] (not ``GENERAL_POISON``) do not benefit from this substance. | Creatures that are [[Construct creature|immune to poison]] (not ``GENERAL_POISON``) do not benefit from this substance. |
Latest revision as of 18:29, 16 December 2024
This article or section contains minor spoilers. You may want to avoid reading it. |
Mythical substances are procedurally-generated liquids and globs with magical properties. Each world has a number of differently-named substances, such as "odd jelly" or "peculiar broth," though currently all of them carry the same syndrome.
Healing potion[edit]
A mysterious dungeon's guardian carries a waterskin filled with a restorative substance that they can consume in combat. Ingesting it grants a powerful syndrome that cures nearly all wounds, even regrowing limbs and healing nerve damage. It does not heal blood loss.
Creatures that are immune to poison (not GENERAL_POISON
) do not benefit from this substance.
See also[edit]
1materials.mythical_healing.default=function()
2 local name_str = pick_random(mythical_healing_adjectives)
3 local noun=""
4 if one_in(2) then
5 noun=pick_random(mythical_healing_liquids)
6 name_str=name_str.." "..noun
7 lines[#lines+1]="[STATE_NAME_ADJ:LIQUID:"..name_str.."]"
8 lines[#lines+1]="[STATE_NAME_ADJ:ALL_SOLID:frozen ]"..name_str.."]"
9 lines[#lines+1]="[MELTING_POINT:9900]"
10 else
11 noun=pick_random(mythical_healing_globs)
12 name_str=name_str.." "..noun
13 lines[#lines+1]="[STATE_NAME_ADJ:LIQUID:molten "..name_str.."]"
14 lines[#lines+1]="[STATE_NAME_ADJ:ALL_SOLID:]"..name_str.."]"
15 lines[#lines+1]="[MELTING_POINT:10200]"
16 end
17 lines[#lines+1]="[STATE_NAME_ADJ:GAS:boiling "..name_str.."]"
18 lines[#lines+1]="[BOILING_POINT:12000]"
19 populate_monotone_color_pattern()
20 local col_pat=pick_random(monotone_color_pattern)
21 if col_pat then
22 local col = world.descriptor.color[col_pat.color]
23 lines[#lines+1]="[STATE_COLOR:ALL:"..col.token.."]"
24 lines[#lines+1]="[DISPLAY_COLOR:"..col.col_f..":0:"..col.col_br
25 else
26 lines[#lines+1]="[DISPLAY_COLOR:1:0:1]"
27 end
28 lines[#lines+1]="[MATERIAL_VALUE:1]"
29 lines[#lines+1]="[SPEC_HEAT:4181]"
30 lines[#lines+1]="[IGNITE_POINT:NONE]"
31 lines[#lines+1]="[HEATDAM_POINT:NONE]"
32 lines[#lines+1]="[COLDDAM_POINT:NONE]"
33 lines[#lines+1]="[MAT_FIXED_TEMP:NONE]"
34 lines[#lines+1]="[MOLAR_MASS:1]"
35
36 lines[#lines+1]="[EDIBLE_VERMIN]"
37 lines[#lines+1]="[EDIBLE_RAW]"
38 lines[#lines+1]="[EDIBLE_COOKED]"
39 lines[#lines+1]="[DO_NOT_CLEAN_GLOB]"
40 if mythical_healing_alcohols[noun] then -- i'm sure you can think of some alcoholic globs if you want
41 lines[#lines+1]="[ALCOHOL]"
42 end
43 lines[#lines+1]="[ENTERS_BLOOD]"
44 lines[#lines+1]=" [SYNDROME]"
45 lines[#lines+1]=" [SYN_NAME:"..name_str.." effect]"
46 lines[#lines+1]=" [SYN_AFFECTED_CLASS:GENERAL_POISON]"
47 lines[#lines+1]=" [SYN_INGESTED]"
48 --[[ all of this was in a for loop with individual creature effects listed out but (I *think*) the design purpose for that is fulfilled
49 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]]
50 lines[#lines+1]=" [CE_REGROW_PARTS:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT:BP:BY_CATEGORY:ALL:ALL]"
51 lines[#lines+1]=" [CE_CLOSE_OPEN_WOUNDS:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT:BP:BY_CATEGORY:ALL:ALL]"
52 lines[#lines+1]=" [CE_HEAL_TISSUES:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT:BP:BY_CATEGORY:ALL:ALL]"
53 lines[#lines+1]=" [CE_HEAL_NERVES:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT:BP:BY_CATEGORY:ALL:ALL]"
54 lines[#lines+1]=" [CE_STOP_BLEEDING:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT:BP:BY_CATEGORY:ALL:ALL]"
55 lines[#lines+1]=" [CE_REDUCE_PAIN:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT:BP:BY_CATEGORY:ALL:ALL]"
56 lines[#lines+1]=" [CE_REDUCE_DIZZINESS:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT]"
57 lines[#lines+1]=" [CE_REDUCE_NAUSEA:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT]"
58 lines[#lines+1]=" [CE_REDUCE_SWELLING:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT:BP:BY_CATEGORY:ALL:ALL]"
59 lines[#lines+1]=" [CE_CURE_INFECTION:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT:BP:BY_CATEGORY:ALL:ALL]"
60 lines[#lines+1]=" [CE_REDUCE_PARALYSIS:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT:BP:BY_CATEGORY:ALL:ALL]"
61 lines[#lines+1]=" [CE_REDUCE_FEVER:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT]"
62 return {mat=lines,weight=1}
63end
|
More: Gems • Metals • Stones | |
Creature | |
Plant | |
Creature/Plant |
Alcohol • Cloth/Thread • Extract (Golden salve • Gnomeblight • Honey • Royal jelly • Syrup • Venom) • Glob • Liquids • Soap |
Inorganic |
Metal • Milk of lime • Soil (Clay • Sand) • Stone (Ash glaze • Earthenware • Gem • Gypsum plaster • Porcelain • Quicklime • Stoneware • Tin glaze) |
Hardcoded | |
See also: Material science |