v50 Steam/Premium information for editors
- v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
- Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.
Editing User:Deon
Jump to navigation
Jump to search
Warning: You are not logged in.
Your IP address will be recorded in this page's edit history.
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 14: | Line 14: | ||
= Game Modifications = | = Game Modifications = | ||
− | [http://www.bay12games.com/forum/index.php?topic=18703.0 Middle-Earth mod (39+ compatible)] | + | [http://http://www.bay12games.com/forum/index.php?topic=18703.0 Middle-Earth mod (39+ compatible)] |
− | [http://www.bay12games.com/forum/index.php?topic=18623.0 Mods and components for Mod Base] | + | [http://http://www.bay12games.com/forum/index.php?topic=18623.0 Mods and components for Mod Base] |
=How to= | =How to= | ||
==How to add a new creature== | ==How to add a new creature== | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
===Adding the body=== | ===Adding the body=== | ||
Line 43: | Line 37: | ||
[BP:BP3:bodypart3] | [BP:BP3:bodypart3] | ||
− | Let's | + | Let's add a completely new creature with a custom body which will be modular (will not overwrite any content) and will be easy to install. |
+ | I will use [[Body tokens]], you can read their descriptions there. | ||
+ | |||
+ | I want to make a tripod creature. | ||
+ | It has 3 legs, a tentacle as tail and a hand with 3 sharp fingers instead of head with a single eye on the palm. | ||
+ | |||
+ | Let's start with a body. | ||
Make a body_tripod.txt text file in your /raw/objects folder. | Make a body_tripod.txt text file in your /raw/objects folder. | ||
− | According to the template the first string | + | According to the template the first string shold be the file name without the extension (.txt) and then you announce that the type of the content is body ([OBJECT:BODY]). Then we'll add a tripod body with no bodyparts still. |
So now we have | So now we have | ||
Line 57: | Line 57: | ||
Now we want to start to build the body structure. | Now we want to start to build the body structure. | ||
The main rule here is that if some bodypart was connected to another it should be listed after that. | The main rule here is that if some bodypart was connected to another it should be listed after that. | ||
− | I.e. if we had an eye which is connected to the head we should announce | + | I.e. if we had an eye which is connected to the head we should announce head first and eye next. |
So we will start with the main "carrier" - upper body, other parts are connected to it or to other parts which are connected to it. | So we will start with the main "carrier" - upper body, other parts are connected to it or to other parts which are connected to it. | ||
Line 65: | Line 65: | ||
* "upper body" is the displayed name. [UPPERBODY] token means that this is the main part where the chest armor would be worn if the creature could wear armor and also it can be "cloven asunder" etc. | * "upper body" is the displayed name. [UPPERBODY] token means that this is the main part where the chest armor would be worn if the creature could wear armor and also it can be "cloven asunder" etc. | ||
− | [BP:LB:lower body][ | + | [BP:LB:lower body][COBTYPE:UPPERBODY][LOWERBODY] |
* [CONTYPE:UPPERBODY] means that this part is connected to the part of this body which has the "UPPERBODY" token. Surprisingly it's UB (upper body) :). | * [CONTYPE:UPPERBODY] means that this part is connected to the part of this body which has the "UPPERBODY" token. Surprisingly it's UB (upper body) :). | ||
* It could be [CON:UB] also, CONTYPE tries to attach the bodypart to every another part with the listed token while the CON connects to a single bodypart with the indicated unique identificator (UB for the upper body). | * It could be [CON:UB] also, CONTYPE tries to attach the bodypart to every another part with the listed token while the CON connects to a single bodypart with the indicated unique identificator (UB for the upper body). | ||
Line 72: | Line 72: | ||
[BP:FL:front leg][CONTYPE:UPPERBODY][LIMB][STANCE] | [BP:FL:front leg][CONTYPE:UPPERBODY][LIMB][STANCE] | ||
− | BP, FL, "front leg", CONTYPE are the same things as before. However there | + | BP, FL, "front leg", CONTYPE are the same things as before. However there 3 new tokens. |
*[LIMB] means that this part is a limb and can be easily lopped off, also it allows wrestling with it. | *[LIMB] means that this part is a limb and can be easily lopped off, also it allows wrestling with it. | ||
*[STANCE] means that the creature uses this bodypart to stand. If the half of the total number of STANCE bodyparts is damaged the creature falls on the ground and cannot get up. | *[STANCE] means that the creature uses this bodypart to stand. If the half of the total number of STANCE bodyparts is damaged the creature falls on the ground and cannot get up. | ||
Line 81: | Line 81: | ||
"Right" and "left" tokens do not require any special explanation. | "Right" and "left" tokens do not require any special explanation. | ||
− | Now we want a tail which can be used as a tentacle to wrestle and | + | Now we want a tail which can be used as a tentacle to wrestle and grap things. |
[BP:TAILT:tail tentacle][CONTYPE:LOWERBODY][LIMB][GRASP] | [BP:TAILT:tail tentacle][CONTYPE:LOWERBODY][LIMB][GRASP] | ||
* Here goes the "GRASP" token, it allows creatures to pick up items and grab bodyparts. | * Here goes the "GRASP" token, it allows creatures to pick up items and grab bodyparts. | ||
Line 107: | Line 107: | ||
Bodygloss syntax is: | Bodygloss syntax is: | ||
[BODYGLOSS:ID:original:new] | [BODYGLOSS:ID:original:new] | ||
− | Where "ID" = unique identificator, "original" = the original name | + | Where "ID" = unique identificator, "original" = the original name of the "new" is the name which replaces the original one. |
− | So you use the already present bodypart but add a bodygloss reference after that | + | So you use the already present bodypart but in the creature file but add a bodygloss reference after that. I'll show you. |
But we wanted 3 fingers for the palm-head. They are not related to the structure above because they should be connected to the head which is not listed there. So let's make them as a new body. | But we wanted 3 fingers for the palm-head. They are not related to the structure above because they should be connected to the head which is not listed there. So let's make them as a new body. | ||
Line 133: | Line 133: | ||
[BP:LRL:left rear leg][CONTYPE:LOWERBODY][LIMB][STANCE][LEFT] | [BP:LRL:left rear leg][CONTYPE:LOWERBODY][LIMB][STANCE][LEFT] | ||
[BP:TAILT:tail tentacle][CONTYPE:LOWERBODY][LIMB][GRASP] | [BP:TAILT:tail tentacle][CONTYPE:LOWERBODY][LIMB][GRASP] | ||
− | + | ||
[BODY:HEAD_3FINGERS] | [BODY:HEAD_3FINGERS] | ||
[BP:HF1:first head finger][CONTYPE:HEAD][SMALL][DIGIT] | [BP:HF1:first head finger][CONTYPE:HEAD][SMALL][DIGIT] | ||
[BP:HF2:second head finger][CONTYPE:HEAD][SMALL][DIGIT] | [BP:HF2:second head finger][CONTYPE:HEAD][SMALL][DIGIT] | ||
[BP:HF3:third head finger][CONTYPE:HEAD][SMALL][DIGIT] | [BP:HF3:third head finger][CONTYPE:HEAD][SMALL][DIGIT] | ||
− | + | ||
[BODYGLOSS:HEAD_PALM:head:head-palm] | [BODYGLOSS:HEAD_PALM:head:head-palm] | ||
− | + | ||
[BODYGLOSS:EYE_PALM:eye:eye on the palm] | [BODYGLOSS:EYE_PALM:eye:eye on the palm] | ||
Line 172: | Line 172: | ||
At first we should make a file. Let's call it "creature_tripod.txt". According to the syntax it should have the 1st string "creature_tripod" and then "[OBJECT:CREATURE]". | At first we should make a file. Let's call it "creature_tripod.txt". According to the syntax it should have the 1st string "creature_tripod" and then "[OBJECT:CREATURE]". | ||
− | Let's make a tripod creature. I will use [[Creature | + | Let's make a tripod creature. I will use [[Creature tokens|creature tokens]], you can get the full list there. |
creature_tripod | creature_tripod | ||
Line 225: | Line 225: | ||
* We need to add information about it's behaviour (size of clusters, how often is it spawned, is it roaming etc.) | * We need to add information about it's behaviour (size of clusters, how often is it spawned, is it roaming etc.) | ||
− | Let's start with the biome information. Click the link to see the full list of the [[Biome | + | Let's start with the biome information. Click the link to see the full list of the [[Biome tokens|biome tokens]]. |
I want tripods to live in all swamps and marshes, this I add | I want tripods to live in all swamps and marshes, this I add | ||
[BIOME:ANY_WETLAND] | [BIOME:ANY_WETLAND] | ||
Line 274: | Line 274: | ||
Note that this creature is a dangerous one in the fortress mode because it doesn't have the [MEANDERER] token (random movement) so it will go straightly for your dwarves. | Note that this creature is a dangerous one in the fortress mode because it doesn't have the [MEANDERER] token (random movement) so it will go straightly for your dwarves. | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− |