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Mythical substance/script
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1mythical_healing_adjectives={
2 "curious",
3 "weird",
4 "odd",
5 "strange",
6 "unusual",
7 "peculiar"
8}
9
10mythical_healing_liquids={
11 "liquid",
12 "fluid",
13 "broth",
14 "juice",
15 "goo",
16 "liquor",
17 "solution"
18}
19
20mythical_healing_alcohols={
21 liquor=true
22}
23
24mythical_healing_globs={
25 "jelly",
26 "pulp",
27 "wax",
28 "jam",
29 "dough"
30}
31
32materials.mythical_healing.default=function()
33 local name_str = pick_random(mythical_healing_adjectives)
34 local noun=""
35 local lines={}
36 if one_in(2) then
37 noun=pick_random(mythical_healing_liquids)
38 name_str=name_str.." "..noun
39 lines[#lines+1]="[STATE_NAME_ADJ:LIQUID:"..name_str.."]"
40 lines[#lines+1]="[STATE_NAME_ADJ:ALL_SOLID:frozen ]"..name_str.."]"
41 lines[#lines+1]="[MELTING_POINT:9900]"
42 else
43 noun=pick_random(mythical_healing_globs)
44 name_str=name_str.." "..noun
45 lines[#lines+1]="[STATE_NAME_ADJ:LIQUID:molten "..name_str.."]"
46 lines[#lines+1]="[STATE_NAME_ADJ:ALL_SOLID:]"..name_str.."]"
47 lines[#lines+1]="[MELTING_POINT:10200]"
48 end
49 lines[#lines+1]="[STATE_NAME_ADJ:GAS:boiling "..name_str.."]"
50 lines[#lines+1]="[BOILING_POINT:12000]"
51 populate_monotone_color_pattern()
52 local col_pat=pick_random(monotone_color_pattern)
53 if col_pat then
54 local col = world.descriptor.color[col_pat.color]
55 lines[#lines+1]="[STATE_COLOR:ALL:"..col.token.."]"
56 lines[#lines+1]="[DISPLAY_COLOR:"..col.col_f..":0:"..col.col_br
57 else
58 lines[#lines+1]="[DISPLAY_COLOR:1:0:1]"
59 end
60 lines[#lines+1]="[MATERIAL_VALUE:1]"
61 lines[#lines+1]="[SPEC_HEAT:4181]"
62 lines[#lines+1]="[IGNITE_POINT:NONE]"
63 lines[#lines+1]="[HEATDAM_POINT:NONE]"
64 lines[#lines+1]="[COLDDAM_POINT:NONE]"
65 lines[#lines+1]="[MAT_FIXED_TEMP:NONE]"
66 lines[#lines+1]="[MOLAR_MASS:1]"
67
68 lines[#lines+1]="[EDIBLE_VERMIN]"
69 lines[#lines+1]="[EDIBLE_RAW]"
70 lines[#lines+1]="[EDIBLE_COOKED]"
71 lines[#lines+1]="[DO_NOT_CLEAN_GLOB]"
72 if mythical_healing_alcohols[noun] then -- i'm sure you can think of some alcoholic globs if you want
73 lines[#lines+1]="[ALCOHOL]"
74 end
75 lines[#lines+1]="[ENTERS_BLOOD]"
76 lines[#lines+1]=" [SYNDROME]"
77 lines[#lines+1]=" [SYN_NAME:"..name_str.." effect]"
78 lines[#lines+1]=" [SYN_AFFECTED_CLASS:GENERAL_POISON]"
79 lines[#lines+1]=" [SYN_INGESTED]"
80 --[[ all of this was in a for loop with individual creature effects listed out but (I *think*) the design purpose for that is fulfilled
81 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]]
82 lines[#lines+1]=" [CE_REGROW_PARTS:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT:BP:BY_CATEGORY:ALL:ALL]"
83 lines[#lines+1]=" [CE_CLOSE_OPEN_WOUNDS:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT:BP:BY_CATEGORY:ALL:ALL]"
84 lines[#lines+1]=" [CE_HEAL_TISSUES:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT:BP:BY_CATEGORY:ALL:ALL]"
85 lines[#lines+1]=" [CE_HEAL_NERVES:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT:BP:BY_CATEGORY:ALL:ALL]"
86 lines[#lines+1]=" [CE_STOP_BLEEDING:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT:BP:BY_CATEGORY:ALL:ALL]"
87 lines[#lines+1]=" [CE_REDUCE_PAIN:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT:BP:BY_CATEGORY:ALL:ALL]"
88 lines[#lines+1]=" [CE_REDUCE_DIZZINESS:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT]"
89 lines[#lines+1]=" [CE_REDUCE_NAUSEA:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT]"
90 lines[#lines+1]=" [CE_REDUCE_SWELLING:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT:BP:BY_CATEGORY:ALL:ALL]"
91 lines[#lines+1]=" [CE_CURE_INFECTION:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT:BP:BY_CATEGORY:ALL:ALL]"
92 lines[#lines+1]=" [CE_REDUCE_PARALYSIS:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT:BP:BY_CATEGORY:ALL:ALL]"
93 lines[#lines+1]=" [CE_REDUCE_FEVER:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT]"
94 return {mat=lines,weight=1}
95end