Ghost: различия между версиями
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|Летает вокруг места смерти и часто посещаемых мест. | |Летает вокруг места смерти и часто посещаемых мест. | ||
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A "high" trait check will succeed 20% of the time for value of 76-90, 50% of the time for 91-99, and is guaranteed for 100. Similarly, a "low" trait check will succeed 20% of the time for 10-24, 50% of the time for 1-9, and always for 0. Because the Murderous Ghost check has higher priority, having zero ALTRUISM will always result in a Murderous Ghost, never a Sadistic Ghost. | |||
If a ghost is put to rest and subsequently re-raised (by deconstructing its coffin or slab), it will eventually return as a Murderous Ghost. | |||
== Режим приключений == | |||
If you revisit your fortress during [[adventurer mode]], the ghosts found previously will still remain. Take care! The ghosts may attempt to 'scare you to death' almost instantly. Note that creatures with [[Creature token#NOFEAR|NOFEAR]] are immune to this attack. | |||
=="Призрачные" дварфы== | |||
When a dwarf dies and becomes a ghost, its Legends mode entry lists it as a "ghostly" dwarf. All actions taken by the dwarf during both life and death will then be attributed to the ghostly dwarf. This will generate messages like "the ghostly dwarf Urist McHauntypants arrived in Cagesyrups" even when the dwarf was obviously not a ghost yet when it immigrated{{bug|5276}}. | |||
== | == Призракология == | ||
[[File:ghost_nonsolid.png|thumb|120px|right|A ghost phasing through the ground.]] | |||
*[[Cave-in]]s do not kill ghosts, perhaps because they can walk through walls already. | |||
*Ghosts can suffer bruises and even organ rupture if struck by a minecart. | |||
*Ghosts are put to rest when any part of their body is put in a burial receptacle.{{verify}} For example, should a dwarf lose a toe in a fight before dying in such a way that the rest of them is unrecoverable, the toe can be recovered to put its ghost to rest. | |||
*Ghosts can open [[door]]s, even forbidden ones (leaving them unlocked). | |||
*Ghosts can and will grow up (if they came back as a child) and die of old age. | |||
*Ghosts can be frozen in [[water]]. | |||
*Ghosts can be murdered by dwarves taken by [[Strange mood|fell moods]] - the ghost's body is used to create the artifact. This is also amusing because when you look at a ghost's wounds with {{Adv menu icon|k}}, all body parts are listed grey, meaning that they are gone. The affected dwarf will then kill another dwarf, because they didn't get the materials they needed for the construction.{{bug|4681}} | |||
*It is possible for a ghost to become the [[outpost liaison]] of a civilization. | |||
*Ghostly [[Fisherdwarf|fisherdwarves]] will keep fishing in the afterlife, and ghostly [[animal trainer]]s [http://www.bay12forums.com/smf/index.php?topic=127659 will gladly train your captured animals for you.] | |||
*When a ghost rises, their entry in the Dead/Missing list will change accordingly. So, should a dead [[cook]] return as a ghost, their profession in the Dead/Missing list will turn into "Ghostly Cook". | |||
*If a dwarf goes missing, is not memorialized, and returns as a ghost, the entry for the dwarf in the Dead/Missing list will become "Deceased". | |||
*Ghosts may disappear suddenly, and if they do, their entry in the Dead/Missing list will disappear as well. When they are put to rest in this state, their entry will reappear. | |||
*Ghosts will occasionally claim built burial receptacles as tombs for themselves. These tombs must be unassigned before anything can be placed within them. | |||
*Male ghosts are considered [[gelder|geld]]ed. | |||
*Ghosts can go [[insane]]. | |||
*It is possible for a civilised [[intelligent undead]] to turn into a ghost. In order to be ghostified, the creature needs to leave the map. Assigning the undead to a squad and sending it on raids seems to do the trick, as eventually, the intelligent undead's ghost will rise. The risen ghost will not be interactable, but will still be part of the military. This behaviour can be exploited further to resurrect the undead back into its original creature form. Here's how to do it: keep the undead's ghost in a squad, and send this squad on another mission. While the squad is off-map, engrave a memorial slab to the ghost and place it down - when the squad comes back, your undead should now be alive, and its skills will have persisted. | |||
*It is possible for ghosts to be captured in a (lead?) cage. | |||
*It is possible for ghosts to haunt your fortress under fake names, which can make properly memorializing them more difficult, and necessitate a slab engraved to the ''correct'' identity. | |||
== Playing as a ghost == | |||
{{mod}} | |||
Using external utilities like [[DFHack]]'s <code>ghostly</code> command, it is possible to turn your [[adventure mode|adventurer]] into a ghost. When playing as a ghost, you will be able to pass through walls, but only if you have no items in inventory. Other creatures will ignore you, as they can't harm you and you will be unable to (directly) attack them, either. (Your character's ability to perform a suitable [[interaction token|interaction]], like poison gas, fire breath, or a directly applied [[syndrome]], however. is quite different...) Flying as a ghost seems to have some issues, because your ghostly adventurer will become stuck in mid-air forever, unless they are a creature that can normally fly. Other aspects of the game seem to work as usual. | |||
{{Translation | {{Translation |
Версия от 07:22, 26 декабря 2024
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Urist McGhost, Ghostly Cheesemaker has risen and is haunting the fortress!

Призраки Ñ
— это тип ночных существ и духовная сущность разумного существа. После смерти разумного существа (например, дварфа) — члена вашей цивилизации — его душа может вернуться как призрак, который начнёт преследовать место своей смерти. В дварфийской крепости мертвые дварфы имеют шанс вернуться в виде призраков, если они не были должным образом похоронены или увековечены после своей смерти. Призраки часто начинают преследовать своих родственников и друзей, следуя за ними по тому же тайлу, а также часто находятся рядом с местами, где они бывали при жизни, или в месте своей смерти. Некоторые даже продолжают выполнять свою работу.Bug:6354 Однако не все призраки переносят свои муки спокойно. Когда духу удаётся успокоиться, появляется следующее сообщение:
Urist McGhost, Ghostly Cheesemaker has been put to rest.

Призраки могут проходить через стены, двери, полы и другие непроходимые тайлы. Они могут открывать люки (даже если они механически подключеныBug:8458) и открывать любые запертые двери, через которые они проходятBug:4773. Призраки могут блокировать строительство зданийBug:6417 и прибывающих иммигрантовBug:5568.
Призраки, как правило, неуязвимы для повреждений (за исключением некоторых багов). Их можно выбрать в качестве цели убийства на экране управления отрядом (s,k), хотя фактически они не будут атакованы. Призраков можно изгнать, похоронив их останки или создав, выгравировав и построив плиту в память о покойном. Призраки посетителей в конце концов решат "покинуть" место, когда истечет таймер их "визита".
Графически, спрайты призраков будут отображаться как существа с ярко-зеленой кожей, если они принадлежат к одной из основных рас. Другие существа в форме призраков, такие как семириды, будут отображаться как их стандартные спрайты без изменений.
Паранормальная активность


Призраки, преследующие крепость, время от времени выполняют некоторые из следующих действий, в зависимости от их темперамента:
- <ghost> sucks the wind out of <dwarf> ru
- <ghost> raises a high fever in <dwarf> ru
- <ghost> makes <dwarf> convulse and retch ru
- <ghost> inflicts excruciating pain upon <dwarf> ru
- <ghost> causes a spell of dizziness in <dwarf> ru
- <ghost> paralyzes <dwarf> ru
- <ghost> stuns <dwarf> ru
- <ghost> batters <dwarf> ru
- <dwarf> is throwing a tantrum, possessed by <ghost> ru
- <ghost> is following <dwarf> ru
- <item> has been misplaced. No doubt <ghost> is to blame! ru
- <ghost> is throwing objects around the fortress! ru
- <ghost> can be heard howling throughout the fortress! ru
Деятельность призрака может зависеть от характера его смерти и черты личности с использованием следующей таблицы, в указанном порядке:
Тип | Причина смерти | Поведение |
---|---|---|
Murderous Ghost | В момент смерти было ужасающее настроение en и низкий параметр черты ALTRUISM, или могила умершего была разобрана. | Убивает дварфов. |
Sadistic Ghost | Было мрачное настроение en или не был альтруистом при жизни | Избивает, пугает и парализует дварфов. Способен испугать дварфа до смерти. |
Violent Ghost | Впал в ярость берсерка или дварф в прошлой жизни был склонен к гневу en | Избивает дварфов, при этом часто лишая их конечностей. |
Angry Ghost | Был одержим | Преследует дварфов и часто приводит их к истерике.Вполне может их побить. |
Moaning Spirit | Впал в тоску или часто был склонен к депрессии en при жизни | Достаёт одного любого дварфа за раз. |
Howling Spirit | Впал в безумие или был уязвим к стрессу | Мешает дварфам спать. |
Secretive Poltergeist | Был в загадочном настроении или дварф был очень застенчивым | «Теряет» вещи. |
Energetic Poltergeist | Был охвачен вдохновением или дварф был очень активным при жизни. | Опрокидывает мебель, например, стулья. |
Troublesome Poltergeist | Дварф был неумеренным в прошлой жизни | «Теряет» вещи, может опрокидывать мебель и нажимать рычагиТребует проверки |
Restless Haunt | Дварф до своей смерти был общительным и верен своему долгу | Летает вокруг места смерти и часто посещаемых локаций, заодно преследуя ваших дварфов и вызывая у них плохие мысли. |
Forlorn Haunt | Душа неупокоенного дварфа становится одинокой, если тот не попал под все вышеперечисленные признаки. | Летает вокруг места смерти и часто посещаемых мест. |
A "high" trait check will succeed 20% of the time for value of 76-90, 50% of the time for 91-99, and is guaranteed for 100. Similarly, a "low" trait check will succeed 20% of the time for 10-24, 50% of the time for 1-9, and always for 0. Because the Murderous Ghost check has higher priority, having zero ALTRUISM will always result in a Murderous Ghost, never a Sadistic Ghost.
If a ghost is put to rest and subsequently re-raised (by deconstructing its coffin or slab), it will eventually return as a Murderous Ghost.
Режим приключений
If you revisit your fortress during adventurer mode, the ghosts found previously will still remain. Take care! The ghosts may attempt to 'scare you to death' almost instantly. Note that creatures with NOFEAR are immune to this attack.
"Призрачные" дварфы
When a dwarf dies and becomes a ghost, its Legends mode entry lists it as a "ghostly" dwarf. All actions taken by the dwarf during both life and death will then be attributed to the ghostly dwarf. This will generate messages like "the ghostly dwarf Urist McHauntypants arrived in Cagesyrups" even when the dwarf was obviously not a ghost yet when it immigratedBug:5276.
Призракология

- Cave-ins do not kill ghosts, perhaps because they can walk through walls already.
- Ghosts can suffer bruises and even organ rupture if struck by a minecart.
- Ghosts are put to rest when any part of their body is put in a burial receptacle.Требует проверки For example, should a dwarf lose a toe in a fight before dying in such a way that the rest of them is unrecoverable, the toe can be recovered to put its ghost to rest.
- Ghosts can open doors, even forbidden ones (leaving them unlocked).
- Ghosts can and will grow up (if they came back as a child) and die of old age.
- Ghosts can be frozen in water.
- Ghosts can be murdered by dwarves taken by fell moods - the ghost's body is used to create the artifact. This is also amusing because when you look at a ghost's wounds with
k, all body parts are listed grey, meaning that they are gone. The affected dwarf will then kill another dwarf, because they didn't get the materials they needed for the construction.Bug:4681
- It is possible for a ghost to become the outpost liaison of a civilization.
- Ghostly fisherdwarves will keep fishing in the afterlife, and ghostly animal trainers will gladly train your captured animals for you.
- When a ghost rises, their entry in the Dead/Missing list will change accordingly. So, should a dead cook return as a ghost, their profession in the Dead/Missing list will turn into "Ghostly Cook".
- If a dwarf goes missing, is not memorialized, and returns as a ghost, the entry for the dwarf in the Dead/Missing list will become "Deceased".
- Ghosts may disappear suddenly, and if they do, their entry in the Dead/Missing list will disappear as well. When they are put to rest in this state, their entry will reappear.
- Ghosts will occasionally claim built burial receptacles as tombs for themselves. These tombs must be unassigned before anything can be placed within them.
- Male ghosts are considered gelded.
- Ghosts can go insane.
- It is possible for a civilised intelligent undead to turn into a ghost. In order to be ghostified, the creature needs to leave the map. Assigning the undead to a squad and sending it on raids seems to do the trick, as eventually, the intelligent undead's ghost will rise. The risen ghost will not be interactable, but will still be part of the military. This behaviour can be exploited further to resurrect the undead back into its original creature form. Here's how to do it: keep the undead's ghost in a squad, and send this squad on another mission. While the squad is off-map, engrave a memorial slab to the ghost and place it down - when the squad comes back, your undead should now be alive, and its skills will have persisted.
- It is possible for ghosts to be captured in a (lead?) cage.
- It is possible for ghosts to haunt your fortress under fake names, which can make properly memorializing them more difficult, and necessitate a slab engraved to the correct identity.
Playing as a ghost
На этой странице описывается модификация игры. Изменение внутренних настроек искажает оригинальный ход игры, а в некоторых случаях приводит к её неработоспособности. Используйте на свой страх и риск. |
Using external utilities like DFHack's ghostly
command, it is possible to turn your adventurer into a ghost. When playing as a ghost, you will be able to pass through walls, but only if you have no items in inventory. Other creatures will ignore you, as they can't harm you and you will be unable to (directly) attack them, either. (Your character's ability to perform a suitable interaction, like poison gas, fire breath, or a directly applied syndrome, however. is quite different...) Flying as a ghost seems to have some issues, because your ghostly adventurer will become stuck in mid-air forever, unless they are a creature that can normally fly. Other aspects of the game seem to work as usual.
"Ghost" на других языках ![]()
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