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Editing Gait
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− | {{ | + | {{quality|Fine}}{{av}} |
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− | A '''gait''' is a mode of movement which a creature can use. In real life, the word only applies to movement on land; but in ''Dwarf Fortress'', the term describes any mode of movement by a creature, including | + | A '''gait''' is a mode of movement which a creature can use. In real life, the word only applies to movement on land; but in ''Dwarf Fortress'', the term describes any mode of movement by a creature, including swimming, flying, and climbing. |
== Gait Types == | == Gait Types == | ||
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| 109 || 80 || 50 || average [[gazelle]]'s top speed | | 109 || 80 || 50 || average [[gazelle]]'s top speed | ||
|- | |- | ||
− | | 100 || 87 || 54 || maximum allowed gait | + | | 100 || 87 || 54 || maximum allowed gait speed |
|} | |} | ||
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In the vanilla game, gait templates are specified as [[creature variation token|creature variations]] in the c_variation_default.txt raw file. These standard templates, each pertaining to a specific [[#Gait_Types|gait type]], contain 6 individual gaits which detail the different movement speeds available for that gait type. | In the vanilla game, gait templates are specified as [[creature variation token|creature variations]] in the c_variation_default.txt raw file. These standard templates, each pertaining to a specific [[#Gait_Types|gait type]], contain 6 individual gaits which detail the different movement speeds available for that gait type. | ||
− | To specify one of these predefined gaits, the token {{token|APPLY_CREATURE_VARIATION|c}} should be used. Within this token, specify the desired gait template, and include maximum [[#speed|speed]] values (which will be inserted into the template in place of its !ARG1, !ARG2, etc | + | To specify one of these predefined gaits, the token {{token|APPLY_CREATURE_VARIATION|c}} should be used. Within this token, specify the desired gait template, and include maximum [[#speed|speed]] values (which will be inserted into the template in place of its !ARG1, !ARG2, etc tokens, where the first value specified replaces !ARG1) in this order:<br> |
normal:fast:faster:fastest:slow:slower | normal:fast:faster:fastest:slow:slower | ||
Example, taken from the dwarf: <code>[APPLY_CREATURE_VARIATION:STANDARD_BIPED_GAITS:900:711:521:293:1900:2900]</code> where the speeds are: "walk:jog:run:sprint:stroll:creep". Sprint and run start at jog's max speed and gradually build up to their own, whereas the rest start off at max immediately. | Example, taken from the dwarf: <code>[APPLY_CREATURE_VARIATION:STANDARD_BIPED_GAITS:900:711:521:293:1900:2900]</code> where the speeds are: "walk:jog:run:sprint:stroll:creep". Sprint and run start at jog's max speed and gradually build up to their own, whereas the rest start off at max immediately. | ||
− | Of course, it's entirely possible to write your own custom gait templates. Note that it isn't necessary to strictly mimic the predefined gaits; your templates can contain any number and mixture of individual gaits (including those of different gait types), and you can place argument tags (!ARG1, !ARG2, etc | + | Of course, it's entirely possible to write your own custom gait templates. Note that it isn't necessary to strictly mimic the predefined gaits; your templates can contain any number and mixture of individual gaits (including those of different gait types), and you can place argument tags (!ARG1, !ARG2, etc) wherever you want to. It's also possible to do away with templates altogether and build up gaits from scratch within an individual creature's raw definition, if you're so inclined. See {{token|GAIT|c}} for more information. |
{{Category|Game mechanics}} | {{Category|Game mechanics}} | ||
{{Category|Modding}} | {{Category|Modding}} | ||
[[ru:Gait]] | [[ru:Gait]] |