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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.
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.
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.
I am not very skilled with DF raws, though digging into them was a bit of fun.
From what I get on the original. I think they had set up their pacific heat in a way to make them inflamable, but it also caused them to build up heat until they melted stone. their heat would increase faster than it could disipate.
I had a fork of OtaKnight's Dark Fantasy mod back during .42. Just so happens I know a few ways to make breath weapons that won't cause civilization suicide during gameplay.