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Difference between revisions of "Instrument token"

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Latest revision as of 16:13, 2 April 2024

This article is about the current version of DF.
Note that some content may still need to be updated.


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
  • instrument piece
Sets a piece as the central part of the instrument.
INSTRUMENT_PIECE
  • token
  • tool token
  • singular
  • plural
  • STANDARD/ALWAYS_PLURAL/ALWAYS_SINGULAR
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
  • min
  • max
The instrument's volume range, in millibels (100 mB = 1 dB).
SOUND_PRODUCTION
  • various tokens
Defines how a musician can produce sound when using this instrument. Can be used multiple times. Valid tokens and their required additional arguments are:
  • PLUCKED_BY_BP, PLUCKED (requires two tokens, actor then target)
  • BOWED (two tokens)
  • STRUCK_BY_BP, STRUCK (two tokens)
  • VIBRATE_BP_AGAINST_OPENING
  • BLOW_AGAINST_FIPPLE, BLOW_OVER_OPENING_SIDE, BLOW_OVER_OPENING_END, BLOW_OVER_SINGLE_REED, BLOW_OVER_DOUBLE_REED, BLOW_OVER_FREE_REED
  • STRUCK_TOGETHER, SHAKEN
  • SCRAPED (two tokens), FRICTION (two tokens)
  • RESONATOR
  • BAG_OVER_REED (two tokens), AIR_OVER_REED (two tokens), AIR_OVER_FREE_REED (two tokens), AIR_AGAINST_FIPPLE (two tokens)
PITCH_CHOICE
  • method
Defines how the pitch can be varied by the musician. Can be used multiple times. Valid methods are:
  • MEMBRANE_POSITION
  • SUBPART_CHOICE
  • KEYBOARD
  • STOPPING_FRET (requires two tokens, first for "string" second for "neck" -- or whatever is being pressed against what), STOPPING_AGAINST_BODY (two tokens), STOPPING_HOLE, STOPPING_HOLE_KEY
  • SLIDE
  • HARMONIC_SERIES
  • VALVE_ROUTES_AIR
  • BP_IN_BELL
  • FOOT_PEDALS (two token, first is what is being changed e.g. "strings", second is "body" which has pedalboard -- or whatever piece is being stepped on)
TUNING
  • method
  • instrument piece
Can be used multiple times. Valid methods are: PEGS, ADJUSTABLE_BRIDGES, CROOKS, TIGHTENING, LEVERS.
PITCH_RANGE
  • min pitch
  • max pitch
From the example file:

Pitch is <min>:<max> in cents with middle C at zero. There are 1200 cents in an octave. The game verbally differentiates values from -4200 to 4200, but you can go outside that if you like. The in-game generated instruments will range from roughly C0 to C8 (-4800 to 4800), sometimes beyond for really unusual ones.

You can also use INDEFINITE_PITCH.

INDEFINITE_PITCH May replace [PITCH_RANGE].
TIMBRE
  • any number of timbre words
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
  • min pitch
  • max pitch
  • any number of timbre words
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
  • skill token
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
  • 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.