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Mythical substance
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v51.11 · v0.47.05 This article is about the current version of DF.Note that some content may still need to be updated. |
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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. However, it can allow you to live through Titan fire long enough to stop you from melting.
Creatures that are immune to poison (not GENERAL_POISON
) do not benefit from this substance.
See also[edit]
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
|
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 |