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raw/objects/plants_standard.txt

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Sep 22nd, 2014
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  1. plant_standard
  2.  
  3. [OBJECT:PLANT]
  4.  
  5. [PLANT:MUSHROOM_HELMET_PLUMP]
  6. [NAME:plump helmet][NAME_PLURAL:plump helmets][ADJ:plump helmet]
  7.  
  8. Every plant needs a structural material so that the game knows how it behaves when it's alive.
  9.  
  10. Here the material is added to the plant, using a template from the material file.
  11. [USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
  12. [MATERIAL_VALUE:2]
  13. [MATERIAL_REACTION_PRODUCT:DRINK_MAT:LOCAL_PLANT_MAT:DRINK]
  14. [MATERIAL_REACTION_PRODUCT:SEED_MAT:LOCAL_PLANT_MAT:SEED]
  15.  
  16. 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).
  17. [BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
  18.  
  19. 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.
  20. [EDIBLE_VERMIN]
  21. [EDIBLE_RAW]
  22. [EDIBLE_COOKED]
  23. [USE_MATERIAL_TEMPLATE:MUSHROOM:MUSHROOM_TEMPLATE]
  24. [EDIBLE_VERMIN]
  25. [EDIBLE_RAW]
  26. [EDIBLE_COOKED]
  27. [PICKED_TILE:29][PICKED_COLOR:5:0:0]
  28. [GROWDUR:300][VALUE:2]
  29.  
  30. Next we establish an alcohol material in much the same way as the structural material.
  31.  
  32. [USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE]
  33. The material template is just called "alcohol" so we need to give it a proper name.
  34. [STATE_NAME_ADJ:ALL_SOLID:frozen dwarven wine]
  35. [STATE_NAME_ADJ:LIQUID:dwarven wine]
  36. [STATE_NAME_ADJ:GAS:boiling dwarven wine]
  37. We also set a few more numbers to distinguish the alcohol from the template.
  38. [MATERIAL_VALUE:2]
  39. [DISPLAY_COLOR:5:0:0]
  40. [EDIBLE_RAW]
  41. [EDIBLE_COOKED]
  42. [PREFIX:NONE]
  43. [DRINK:LOCAL_PLANT_MAT:DRINK]
  44.  
  45. 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).
  46.  
  47. [USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
  48. [MATERIAL_VALUE:1]
  49. [EDIBLE_VERMIN]
  50. [EDIBLE_COOKED]
  51. [SEED:plump helmet spawn:plump helmet spawn:4:0:1:LOCAL_PLANT_MAT:SEED]
  52. [SPRING][SUMMER][AUTUMN][WINTER]
  53. [FREQUENCY:100]
  54. [CLUSTERSIZE:5]
  55. [PREFSTRING:rounded tops]
  56. [WET][DRY]
  57. [BIOME:SUBTERRANEAN_WATER]
  58. [UNDERGROUND_DEPTH:1:3]
  59. [SHRUB_TILE:28]
  60. [DEAD_SHRUB_TILE:28]
  61. [SHRUB_COLOR:5:0:0]
  62. [DEAD_SHRUB_COLOR:0:0:1]
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