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Difference between revisions of "40d Talk:Item token"
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==Bags?== | ==Bags?== | ||
− | Maybe I'm missing something but I don't see a token for bags. This leads me to wonder- how does the game handle bags? --[[Special:Contributions/170.140.59.100|170.140.59.100]] 15:30, 1 November 2009 (UTC) | + | Maybe I'm missing something but I don't see a token for bags. This leads me to wonder- how does the game handle bags? --[[Special:Contributions/170.140.59.100|170.140.59.100]] 15:30, 1 November 2009 (UTC |
+ | I tried using BAG as an item token for a reaction: [PRODUCT:100:10:BAG:NO_SUBTYPE:SILK:SPIDER_CAVE_GIANT], but to no avail. --[[Special:Contributions/170.140.59.100|170.140.59.100]] 15:41, 1 November 2009 (UTC) | ||
+ | |||
+ | |||
+ | ___ | ||
+ | Is it boxes instead? bags and boxes behave very similarly except for the material... | ||
+ | |||
+ | ==Skulls== | ||
+ | It was noted that skulls could not be created properly using custom reactions, so I did some digging into a disassembly and figured out why - when the game parses item tokens in the raws, it decodes the material token differently depending on the item type (e.g. as a creature or plant ID), and that special check is missing for SKULL (even though the SKULL item expects to be given a creature ID). As it is, you can create the skulls of the first 37 creatures by specifying the appropriate material token (e.g. CORAL:NO_MATGLOSS to get a [[dog]] skull, MUD:NO_MATGLOSS for a [[giant eagle]] skull, or BLOOD_SPECIFIC:any_creature for a [[sea lamprey]] skull). In the Windows version 0.28.181.40d (non-SDL), the binary patch <code>00284F3 : 04 -> 01</code> would fix this problem. --[[User:Quietust|Quietust]] 19:56, 29 December 2011 (UTC) |
Latest revision as of 20:18, 29 December 2011
I don't think the ROUGH item type is obsolete. I'm pretty sure it's still used for rough gemstones IIRC. I've been putzing around with reactions a lot and I can't remember everything I've tried, but I think I made rough gems using that token that I was able to cut with a jeweler and everything. -EarthquakeDamage 01:59, 5 November 2007 (EST)
- Yeah, I've been poking around with ROUGH, too. Works fine for making/using raw glass, too, with GLASS_GREEN:NO_MATGLOSS (or _CLEAR or _CRYSTAL) as the material. Vanigo 20:25, 29 November 2007 (EST)
I've tried to use the tag [ITEMCORPSE:GLOVES:ITEM_GLOVES_GAUNTLET:METAL:ADAMANTINE] (for obviously nefarious purposes), and while I succeeded in getting two '☼Adamantine gauntlet☼'s, I cannot for some reason put them on (yes, even after removing the iron gauntlets I started with). I suspect this to be because I need an ☼Adamantine left/right gauntlet☼ instead, but I can't seem to figure out how to generate one (despite trying a couple variations on _LEFT). Any thoughts? --BDR 23:53, 28 February 2008 (EST)
- That should be 'gauntlets', with the s. Oops! --Navian
Drop seeds?[edit]
Can I get an example on how to get a dog to drop seeds when butchered?
Order[edit]
Any reason this isn't in alphabetical order? --Juckto 18:24, 6 November 2008 (EST)
Displaced Page?[edit]
Where is the list of tokens for item definition files (I.E. "item_weapon.txt)? I go to this page expecting to see a list of those tokens, and instead I see a list of things to put IN the [ITEM:...] token in OTHER definition files, which does me little good when I'm trying to make an item to make my unfortunately small foxes playable as a civilization. – unsigned comment by Zeta
- Please sign your edits using two dashes and four tildes.
Also, the list exists in the form of those "item_xxxxx.txt" files you mentioned. <_< --GreyMaria 20:32, 19 November 2008 (EST)
- What exactly are you looking for? There are weapon tokens, armour tokens, etc., specific for every category. As far as I know, a digging tool and an axe are the only things a civilization needs to be fully playable, and even then, mining and woodcuting are optional. Wearable items are always the right size for their creators. Is there something else? --Navian 22:18, 19 November 2008 (EST)
Bags?[edit]
Maybe I'm missing something but I don't see a token for bags. This leads me to wonder- how does the game handle bags? --170.140.59.100 15:30, 1 November 2009 (UTC I tried using BAG as an item token for a reaction: [PRODUCT:100:10:BAG:NO_SUBTYPE:SILK:SPIDER_CAVE_GIANT], but to no avail. --170.140.59.100 15:41, 1 November 2009 (UTC)
___
Is it boxes instead? bags and boxes behave very similarly except for the material...
Skulls[edit]
It was noted that skulls could not be created properly using custom reactions, so I did some digging into a disassembly and figured out why - when the game parses item tokens in the raws, it decodes the material token differently depending on the item type (e.g. as a creature or plant ID), and that special check is missing for SKULL (even though the SKULL item expects to be given a creature ID). As it is, you can create the skulls of the first 37 creatures by specifying the appropriate material token (e.g. CORAL:NO_MATGLOSS to get a dog skull, MUD:NO_MATGLOSS for a giant eagle skull, or BLOOD_SPECIFIC:any_creature for a sea lamprey skull). In the Windows version 0.28.181.40d (non-SDL), the binary patch 00284F3 : 04 -> 01
would fix this problem. --Quietust 19:56, 29 December 2011 (UTC)