I'm having a lot of trouble comprehending proper syntax for item codes as they are references in, say, dropping a specific item upon death.
If I wanted to make a creature drop an apple upon death, how would I go about that? It's for the FRUIT SINGULARITY ENGINE that transforms a creature into a random-ish fruit upon use.
Basically, try imagining four slots.
Item type : item subtype :
material : material identifier. All slots
must be filled. If you've got nothing (an extremely common situation with item subtypes), you use NONE. (older files may have the deprecated NO_SUBTYPE instead. they mean the same thing)
Next, it depends on what you mean by this, how you say, "apple". Since I'm not a git I'll assume it's the normal one.
[PLANT:APPLE] malus sieversii
...
[GROWTH:FRUIT]
[GROWTH_NAME:apple:STP]
[GROWTH_ITEM:PLANT_GROWTH:NONE:LOCAL_PLANT_MAT:FRUIT]
[GROWTH_DENSITY:1000]
[GROWTH_HOST_TILE:BRANCHES_AND_TWIGS]
[GROWTH_TIMING:120000:200000]
[GROWTH_DROPS_OFF_NO_CLOUD]
[GROWTH_PRINT:'%':'%':4:0:0:120000:200000:3]
[GROWTH_HAS_SEED]
There's the magic four-piece chain already, see it? However, the item token listing says that even though it says PLANT_GROWTH:NONE in here, references elsewhere will have to use the growth's name as the subtype.
You'll also have to clarify what plant you're talking about, since using LOCAL_PLANT_MAT is only good when you're talking to the apple tree what its children are like.
Did you find an answer? Here's my take on what a death-spawned apple should look like:
[ITEMCORPSE:PLANT_GROWTH:FRUIT:PLANT_MAT:APPLE:FRUIT]
...there's a weird redundancy in here that I'm not too familiar with. The growth's definition already has its own idea what material it's made of, but you could potentially just force in your own material data here, like replacing the PLANT_MAT and the stuff after it with INORGANIC:BRASS or something. Can't help you there too much.