v0.34:Plump helmet/raw

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[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]


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).