Dwarf Fortress

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Dragonkin Race Mod no Breath
   
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821.786 KB
8 Jun, 2024 @ 5:24pm
15 Aug, 2024 @ 11:27am
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Dragonkin Race Mod no Breath

Description
A mod that adds the new dragonkin race into the world of Dwarf Fortress, with the aim of converting it into a Legally Distinct Generic Fantasy setting, inspired by many Tabletop Roleplaying Games. If you're seeing this text, this is a placeholder while we update to the new description. We got an update!
20 Comments
A_King_Doggo 1 Mar @ 1:53am 
Looking for this mod to see some updates - Playing as a Kobold is all well and good - But I want some Dragon Knight action.
apologetic_clairen#6732 21 Jan @ 7:07pm 
Thank you Kirbi for the knowledge drop and Seth'cor for the dedication. Glad to see this mod active!
C.K. Kirbi 18 Oct, 2024 @ 7:19pm 
Awesome man. If you're looking to expand the old functionality of this mod, I'd be most pleased to make myself of use. I can work on looking up some materials and interactions to turn into whole new ways of getting these guys blasting their foes with elemental fury.
Seth'cor  [author] 18 Oct, 2024 @ 5:27pm 
that probably works a lot better than the original which gave just the standard dragon breath. and used what looked like spewing dust for the green, I think they had lightning just be a force blast, would have to look at the original.
C.K. Kirbi 17 Oct, 2024 @ 9:28pm 
Its like an acid spit in functionality. Just.. using a small amount of lava. This is ripped right from the magma crabs.
CyberBatty7 16 Oct, 2024 @ 2:59pm 
Cool burning basalt Loogie idea! Can we have it?
C.K. Kirbi 15 Oct, 2024 @ 1:59am 
Alright. Without getting into anything too fancy, we have options available like what exists with the Magma Crabs. Instead of shooting a jet of fire, they hack up a molten basalt loogie and melt what they hit more like an acid effect rather than a fire.

This can be added to raw right alongside their normal spitting, punching, and biting code.

[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:Spit molten rock]
[CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_CATEGORY:MOUTH]
[CDI:MATERIAL:INORGANIC:BASALT:LIQUID_GLOB]
[CDI:VERB:spit a glob of molten rock:spits a glob of molten rock:NA]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:15]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:30]

If you want to get really fancy, we can make (or lift wholesale) some custom materials which are then in turn referenced by material interactions like this one.
C.K. Kirbi 14 Oct, 2024 @ 10:32pm 
Awesome. Sounds like the creature classes will be easy to go through.

Most of the core game breath weapons are based on a unique breath weapon property and flag. The trick to making a breath weapon that will do unique and/or !FUN! damage without setting the world on fire is mostly a matter of spewing a different material.

This should be fun. Let me see if the old tricks still work.
Seth'cor  [author] 14 Oct, 2024 @ 10:28pm 
They are mostly untouched from the original, each color is its own class, it is how the breaths where originaly assigned to them. A lot of the difrent breaths where taken from other creaturs that had similar.

I never dug too much into the breaths themselves.

Kinda sad the original creator disapeard. on his discord he seemed to have a lota interesting races planed.
C.K. Kirbi 14 Oct, 2024 @ 10:16pm 
That heat issue sounds hilarious. Let me make sure the raws are good and I'll see about posting a potential add on here for you to look over.