- 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.
Difference between revisions of "Instrument token"
(Added more information about skill tokens.) |
|||
(3 intermediate revisions by 2 users not shown) | |||
Line 1: | Line 1: | ||
− | {{Quality|Exceptional | + | {{Quality|Exceptional}} |
{{av}} | {{av}} | ||
{{Modding}} | {{Modding}} | ||
− | + | [[Instruments]] are procedurally generated for each world, but if so desired, it is still possible to define custom instruments in the raws by using an [ITEM_INSTRUMENT] token. Most [[tool token]]s can be used, but there are also a few instrument-specific tokens, as listed in the table below. | |
The information on this page is sourced from the file <code>raw/objects/examples and notes/item_instrument_example.txt</code>, which also includes useful example instrument definitions. | The information on this page is sourced from the file <code>raw/objects/examples and notes/item_instrument_example.txt</code>, which also includes useful example instrument definitions. |
Latest revision as of 16:13, 2 April 2024
v50.14 · v0.47.05 This article is about the current version of DF.Note that some content may still need to be updated. |
Modding |
---|
Tokens |
Audio · Biome · Graphics · Interaction · Mod info · Plant · Speech · Sphere · Syndrome · World |
Body tokens |
Body · Body detail plan · Bodygloss · Tissue |
Creature tokens |
Creature · Creature mannerism · Personality · Creature variation · Procedural graphics layer |
Descriptor tokens |
Descriptor color · Color · Descriptor pattern · Descriptor shape |
Entity tokens |
Entity · Ethic · Language · Value · Position |
Job tokens |
Building · Labor · Reaction · Skill · Unit type |
Item tokens |
Item type · Item definition · Ammo · Armor · Instrument · Tool · Trap component · Weapon |
Material tokens |
Material type · Material definition · Inorganic material definition |
Instruments are procedurally generated for each world, but if so desired, it is still possible to define custom instruments in the raws by using an [ITEM_INSTRUMENT] token. Most tool tokens can be used, but there are also a few instrument-specific tokens, as listed in the table below.
The information on this page is sourced from the file raw/objects/examples and notes/item_instrument_example.txt
, which also includes useful example instrument definitions.
Tokens[edit]
Token | Arguments | Description |
---|---|---|
PLACED_AS_BUILDING | Makes the instrument stationary. | |
DOMINANT_MATERIAL_PIECE |
|
Sets a piece as the central part of the instrument. |
INSTRUMENT_PIECE |
|
Defines an instrument piece. token is the identifier that can be used in other raw tags to refer to this instrument piece. tool token is the tool which is required (and consumed) during the construction process to create this instrument piece.
If an instrument does not have any pieces, SELF can be used for any argument which needs to be an instrument piece. |
VOLUME_mB |
|
The instrument's volume range, in millibels (100 mB = 1 dB). |
SOUND_PRODUCTION |
|
Defines how a musician can produce sound when using this instrument. Can be used multiple times. Valid tokens and their required additional arguments are:
|
PITCH_CHOICE |
|
Defines how the pitch can be varied by the musician. Can be used multiple times. Valid methods are:
|
TUNING |
|
Can be used multiple times. Valid methods are: PEGS, ADJUSTABLE_BRIDGES, CROOKS, TIGHTENING, LEVERS. |
PITCH_RANGE |
|
From the example file:
|
INDEFINITE_PITCH | May replace [PITCH_RANGE] .
| |
TIMBRE |
|
Valid timbre words are: CLEAR, NOISY, FULL, THIN, ROUND, SHARP, SMOOTH, CHOPPY, STEADY, EVOLVING, STRONG, DELICATE, BRIGHT, GRACEFUL, SPARSE, BREATHY, STRAINED, BROAD, LIGHT, MELLOW, WOBBLING, FOCUSED, EVEN, FLUID, VIBRATING, QUAVERING, EERIE, FRAGILE, BRITTLE, PURE, PIERCING, STRIDENT, WAVERING, HARSH, REEDY, NASAL, BUZZY, ROUGH, WARM, RUGGED, HEAVY, FLAT, DARK, CRISP, SONOROUS, WATERY, GENTLE, SLICING, LIQUID, RAUCOUS, BREEZY, RASPY, WISPY, SHRILL, MUDDY, RICH, DULL, FLOATING, RINGING, RESONANT, SWEET, RIPPLING, SPARKLING. |
REGISTER |
|
See PITCH_RANGE and TIMBRE for possible values. The pitch range overrides the global pitch for a register, but the register timbres are added to the global ones. |
MUSIC_SKILL |
|
Which skill should be trained by playing the instrument. Any skill token is valid, but the in-game generated instruments only use PLAY_KEYBOARD_INSTRUMENT, PLAY_STRINGED_INSTRUMENT, PLAY_WIND_INSTRUMENT, or PLAY_PERCUSSION_INSTRUMENT. Levels in this skill do not seem to have any effect on the quality of music produced. Can only be used once. |
DESCRIPTION |
|
A general description of the completed instrument. Multiple [DESCRIPTION] tokens can be used in the same definition, with each appearing on a new line. |