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File Listing: Living Weapons
Last Updated: Nov 15, 2013, 07:57:32 pm
First Created: Nov 15, 2013, 12:44:01 pm
File version: V.0.5
For DF version: 0.34.11
Downloads: 99 (104) Size: 12.8 KB
Views: 546 (578) Type: 7Z
Rating (0 votes): Unrated
Description
==========What this mod is=========

This mod introduces living weapons to the game. They can not be found in the wild, but by creating several weapon components and an animator's gem in the new animator's forge,
you can create your own personal animated weapons. This will require a handful of metal bars to make the weapon components, and three small, cut gems to create an animator's stone.

There are currently four types of weapons, which are long swords, axes, spears, and war hammers, all of which can come in either iron, steel, or adamantine variants.

These weapons have four body parts, which are their handles, which contain a gem that powers the weapon, their handle guards, which offer some protection for the handle, and
the offensive end of the weapon.

They can be killed by either damaging the gemstone within the hilt or by severing the handle from the weapon's offensive end.

They are treated as pets by the game, and can be trained for war, allowing them to be used as protectors.

==========Bugs and Incompatibilities==========

When slaughtered, the weapons may produce unusable metal.

Depending on the mods you use, you may already have [MATERIAL_TEMPLATE:STONE_VAPOR_TEMPLATE] within your raws.
If so, it is advisable that you do not add material_template_vapor.txt, as it will cause a raw duplication error.

This is still a work in progress, so if you find any bugs or glitches, let me know in the thread, it would be much appreciated.

http://www.bay12forums.com/smf/index.php?topic=133236.0

Any suggestions or other feedback would be welcomed as well.

NOTE: This mod requires the spawnunit script for DFHack r3 in order to work. Additionally, the entity file only contains permissions for the new reactions and building,
you will need to manually copy and paste them into the entity that you intend to play as. Under most circumstances the permissions will be placed under [ENTITY:MOUNTAIN] in entity_default.txt
Raw Data: JSON / Text
Checksum / Hash
SHA-256: 4bddf093e11e8bcb35343059e524acbeb9b6c22c371d743915b05bb046536963
IP: logged
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