v50 Steam/Premium information for editors
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Latest revision | Your text | ||
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# [OBJECT:type], where "type" is replaced with the relevant object type. | # [OBJECT:type], where "type" is replaced with the relevant object type. | ||
− | Below the headers, there begins a list of entries. Each entry is made up of its own header (in this case, "[CREATURE:DWARF]"), again stating the type of object, and then the object's unique identifier - if an identifier isn't unique, the game will mess up and you'll get some serious, and potentially very trippy, errors. | + | Below the headers, there begins a list of entries. Each entry is made up of its own header (in this case, "[CREATURE:DWARF]"), again stating the type of object, and then the object's unique identifier - if an identifier isn't unique, the game will mess up and you'll get some serious, and potentially very trippy, errors. Below that, we have the body of the entry, which determines the entry's specific properties. |
The body of an entry is made up of a series of "tokens", which are essentially flags that can be added or removed to affect the entry's attributes. Most of these effects are hardcoded: for example, it's possible to make a creature only eat meat with the [CARNIVOROUS] token, but it's impossible to create your own token detailing a specific diet for the creature. | The body of an entry is made up of a series of "tokens", which are essentially flags that can be added or removed to affect the entry's attributes. Most of these effects are hardcoded: for example, it's possible to make a creature only eat meat with the [CARNIVOROUS] token, but it's impossible to create your own token detailing a specific diet for the creature. | ||
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}} | }} | ||
− | The first lines are the same as the ones we saw being used in the plump helmets, defining the plant object, giving it a name, and deciding | + | The first lines are the same as the ones we saw being used in the plump helmets, defining the plant object, giving it a name, and deciding it should use the standard STRUCTURAL_PLANT material for its structure. |
{{code| | {{code| | ||
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− | First comes the name of the growth. Then, with [GROWTH_ITEM], what kind of growth | + | First comes the name of the growth. Then, with [GROWTH_ITEM], what kind of growth is is, in this case a PLANT_GROWTH made out of the local FRUIT material. [GROWTH_DENSITY] says how densely the growth grows, and [GROWTH_HOST_TILE] where on the tree it grows. [GROWTH_TIMING] decides when the growth appears, in annual ticks. The growth then drops off, leaving no clouds (items to be picked up by your dwarves). [GROWTH_PRINT] sets it to look like a red '%', and [GROWTH_HAS_SEED] implies that eating this growth will leave you with a seed. |
=== Workshops === | === Workshops === | ||
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=== Reactions === | === Reactions === | ||
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An in-depth guide for reactions is available [[Reactions|here]]. | An in-depth guide for reactions is available [[Reactions|here]]. |