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Difference between revisions of "v0.31:Plump helmet"
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{{av}} | {{av}} | ||
+ | {{Crop|color={{color|5|0}}|seed_color=#f00|character=♠|name=Plump Helmet|seed=Plump Helmet Spawn | ||
+ | |edible=Yes | ||
+ | |cookable=Yes | ||
+ | |alcohol=[[Dwarven wine]] | ||
+ | |rarity=Common | ||
+ | |spring=1|summer=1|autumn=1|winter=1 | ||
+ | |habitat=Subterranean | ||
+ | |uses= | ||
+ | * [[Food]] | ||
+ | * [[Alcohol]] | ||
+ | }} | ||
+ | |||
+ | {{gamedata|[PLANT:MUSHROOM_HELMET_PLUMP] | ||
+ | [NAME:plump helmet][NAME_PLURAL:plump helmets][ADJ:plump helmet] | ||
+ | |||
+ | Every plant needs a structural material so that the game knows how it behaves when it's alive. | ||
+ | |||
+ | Here the material is added to the plant, using a template from the material file. | ||
+ | [USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE] | ||
+ | [MATERIAL_VALUE:2] | ||
+ | |||
+ | Here the material is marked as the structural material (this could be below the edible tags which come next). In general, you can use LOCAL_PLANT_MAT|<token>, PLANT_MAT|<plant>|<token>, CREATURE_MAT|<creature>|<token> or INORGANIC|IRON (though the game might hiccup for a while specifically on plants that aren't structurally plants). | ||
+ | [BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL] | ||
+ | |||
+ | We also modify it a bit to make the plant edible. Any token material can be used here to modify the material that was created from the template. | ||
+ | [EDIBLE_VERMIN] | ||
+ | [EDIBLE_RAW] | ||
+ | [EDIBLE_COOKED] | ||
+ | |||
+ | [PICKED_TILE:6][PICKED_COLOR:5:0:0] | ||
+ | [GROWDUR:300][VALUE:2] | ||
+ | |||
+ | Next we establish an alcohol material in much the same way as the structural material. | ||
+ | |||
+ | [USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE] | ||
+ | The material template is just called "alcohol" so we need to give it a proper name. | ||
+ | [STATE_NAME_ADJ:ALL_SOLID:frozen dwarven wine] | ||
+ | [STATE_NAME_ADJ:LIQUID:dwarven wine] | ||
+ | [STATE_NAME_ADJ:GAS:boiling dwarven wine] | ||
+ | We also set a few more numbers to distinguish the alcohol from the template. | ||
+ | [MATERIAL_VALUE:2] | ||
+ | [DISPLAY_COLOR:5:0:0] | ||
+ | [EDIBLE_RAW] | ||
+ | [EDIBLE_COOKED] | ||
+ | [PREFIX:NONE] | ||
+ | [DRINK:LOCAL_PLANT_MAT:DRINK] | ||
+ | |||
+ | The seed material and information is established in a similar fashion. Other plants (including trees) add materials in the same way, though trees cannot be used at this time with seeds/thread/drink etc. They just use the TREE tag to obtain a wood material (they also have a structural material for their live form). | ||
+ | |||
+ | [USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE] | ||
+ | [MATERIAL_VALUE:1] | ||
+ | [SEED:plump helmet spawn:plump helmet spawn:4:0:1:LOCAL_PLANT_MAT:SEED] | ||
+ | [SPRING][SUMMER][AUTUMN][WINTER] | ||
+ | [FREQUENCY:100] | ||
+ | [CLUSTERSIZE:5] | ||
+ | [PREFSTRING:rounded tops] | ||
+ | [WET][DRY] | ||
+ | [BIOME:SUBTERRANEAN_WATER] | ||
+ | [UNDERGROUND_DEPTH:1:3] | ||
+ | [SHRUB_TILE:58] | ||
+ | [DEAD_SHRUB_TILE:58] | ||
+ | [SHRUB_COLOR:5:0:0] | ||
+ | [DEAD_SHRUB_COLOR:0:0:1]}} |
Revision as of 05:28, 9 April 2010
This article is about an older version of DF. |
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Seed | ||||||||||||||||||||||||||||||||||||
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Plump Helmet Spawn | · | |||||||||||||||||||||||||||||||||||
Seasons | ||||||||||||||||||||||||||||||||||||
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Properties | ||||||||||||||||||||||||||||||||||||
Habitat | Subterranean | |||||||||||||||||||||||||||||||||||
Edible | Yes | |||||||||||||||||||||||||||||||||||
Cookable | Yes | |||||||||||||||||||||||||||||||||||
Alcohol | Dwarven wine | |||||||||||||||||||||||||||||||||||
Uses | ||||||||||||||||||||||||||||||||||||
Raws |
---|
[PLANT:MUSHROOM_HELMET_PLUMP]
[NAME:plump helmet][NAME_PLURAL:plump helmets][ADJ:plump helmet]
Every plant needs a structural material so that the game knows how it behaves when it's alive.
Here the material is added to the plant, using a template from the material file.
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[MATERIAL_VALUE:2]
Here the material is marked as the structural material (this could be below the edible tags which come next). In general, you can use LOCAL_PLANT_MAT |