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Mythical substance/script
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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