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Difference between revisions of "DF2014 Talk:Entity token"

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:::::::I tested that, it works. -- [[User:DarklingArcher|DarklingArcher]] ([[User talk:DarklingArcher|talk]]) 19:28, 25 April 2019 (UTC)
 
:::::::I tested that, it works. -- [[User:DarklingArcher|DarklingArcher]] ([[User talk:DarklingArcher|talk]]) 19:28, 25 April 2019 (UTC)
 
::::::::How add class to every creature?--[[Special:Contributions/93.77.222.197|93.77.222.197]] 20:15, 25 April 2019 (UTC)
 
::::::::How add class to every creature?--[[Special:Contributions/93.77.222.197|93.77.222.197]] 20:15, 25 April 2019 (UTC)
 +
:::::::::You have to do it manually. The Notepad's "find and replace" option helps a lot. Replace a thing like that:
 +
<code>[NAME:</code>
 +
:::::::::with that:
 +
<code>[CREATURE_CLASS:NOT_GENERATED][NAME:</code>
 +
:::::::::This will insert the class token before the <code>NAME</code> token in every creature in the file. Do the same for other files as well. -- [[User:DarklingArcher|DarklingArcher]] ([[User talk:DarklingArcher|talk]]) 20:34, 25 April 2019 (UTC)
  
 
== Always present ==
 
== Always present ==
  
 
If animals always present without animal classes, you can embark with all creatures, even with demons, werebeasts, angels, night trolls and bogeymans.
 
If animals always present without animal classes, you can embark with all creatures, even with demons, werebeasts, angels, night trolls and bogeymans.

Revision as of 20:34, 25 April 2019

New Set Of Tokens In Entity Definitions

Kobolds now seem to use a different form of animal specification in their entity_default.txt entry - in the previous version, it was

[USE_CAVE_ANIMALS]

. It's now this set of tokens:

[ANIMAL]
 	[ANIMAL_CLASS:POISONOUS]
 	[ANIMAL_FORBIDDEN_CLASS:MAMMAL]
 	[ANIMAL_NEVER_MOUNT]
 	[ANIMAL_NEVER_WAGON_PULLER]
 	[ANIMAL_NEVER_PACK_ANIMAL]
 	[ANIMAL_ALWAYS_PET]
 	[ANIMAL_ALWAYS_SIEGE]

All of these seem to be fairly self explanatory? Just sorta posting this because I wanted to highlight the change, but don't currently have the time to play with these enough to give accurate descriptions. CalmBit (talk) 11:57, 1 December 2017 (UTC)

Generated creatures entity

How make civ of demons? --93.77.222.197 07:38, 24 April 2019 (UTC)

The creature IDs of demons are DEMON_1, DEMON_2, DEMON_3, and so on. I tried making a civilization out of DEMON_1, but it does not work. The game throws an error about not recognizing DEMON_1 during reading the raw files, long before any demons are generated. -- DarklingArcher (talk) 15:14, 25 April 2019 (UTC)
Entity with demons can be made by ANIMALS_ALWAYS_PRESENT. But how made entity with only demons? Or only demons and race of demon masters? --93.77.222.197 16:50, 25 April 2019 (UTC)
As I said above, this does not appear to be possible, as the game gives an error if you try. -- DarklingArcher (talk) 16:59, 25 April 2019 (UTC)
So, how forbid all not generated creatures?--93.77.222.197 17:10, 25 April 2019 (UTC)
You still have to select a "main" creature for the entity population, such as dwarves in the dwarven civilization, and you apparently can't choose a generated creature for that. -- DarklingArcher (talk) 17:23, 25 April 2019 (UTC)
I know. But how make all other creatures in entity generated? --93.77.222.197 18:10, 25 April 2019 (UTC)
You could add an arbitrary creature class (such as [CREATURE_CLASS:NOT_GENERATED]) to every creature in the raws, and then piece up something like that:
	[ANIMAL]
		[ANIMAL_FORBIDDEN_CLASS:NOT_GENERATED]
		[ANIMAL_ALWAYS_PRESENT]
		[ANIMAL_ALWAYS_PET]
I tested that, it works. -- DarklingArcher (talk) 19:28, 25 April 2019 (UTC)
How add class to every creature?--93.77.222.197 20:15, 25 April 2019 (UTC)
You have to do it manually. The Notepad's "find and replace" option helps a lot. Replace a thing like that:
[NAME:
with that:
[CREATURE_CLASS:NOT_GENERATED][NAME:
This will insert the class token before the NAME token in every creature in the file. Do the same for other files as well. -- DarklingArcher (talk) 20:34, 25 April 2019 (UTC)

Always present

If animals always present without animal classes, you can embark with all creatures, even with demons, werebeasts, angels, night trolls and bogeymans.