Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: A mildly stupid question...  (Read 543 times)

Mesa

  • Bay Watcher
  • Call me River.
    • View Profile
A mildly stupid question...
« on: February 01, 2013, 03:39:25 pm »

...that was probably asked (and answered) before numerous amount of times.
(pardon my layman's terms)

When I am making new raw files (creature_[INSERT:NAME:HERE]), how do I actually make the game load them up. (assuming that's possible, which I think it is).

Because I want my giant robotic creatures in their own file - not gonna mess with those already there.
Logged

Knight Otu

  • Bay Watcher
  • ☺4[
    • View Profile
Re: A mildly stupid question...
« Reply #1 on: February 01, 2013, 03:59:43 pm »

To be read by DF, a raw file must
 - be in the correct folder,
 - start with the correct prefix (creature_ etc) and be a txt file
 - have some text in the first line - best use the file name without the txt extension
 - and have the correct [OBJECT:type] tag (so [OBJECT:CREATURE]) before the actual raws.

There may also be problems if the file uses wrong encodings, but I'm not sure about them.
Logged
Direforged Original
Random Raw Scripts - Randomly generated Beasts , Vermin, Hags, Vampires, and Civilizations
Castle Otu

Wannabehero

  • Bay Watcher
    • View Profile
Re: A mildly stupid question...
« Reply #2 on: February 01, 2013, 04:26:33 pm »

What Knight Otu says.

Work down this checklist:

  • The text file must be in the raw/objects folder
  • The first line in your file should be the title of the text file.  (FOR EXAMPLE: the first line in the creature_domestic.txt file is "creature_domestic")
  • The file contains the [OBJECT:"type"] token in a line before the new object(s) you wish to define.  In the case of creatures, this is [OBJECT:CREATURE].  Without this, the game won't recognize what you are trying to define in your raw.
  • The new creature you are trying to define begins with the [CREATURE:"reference name"] token.  This tells the game you are starting the definition of a CREATURE, and that any references to creatures with the "reference name" will direct back to this raw.  The "reference name" could be the same name as your creature, or something different, it is up to you.
  • After the [CREATURE:"reference name"] token, you need to include the critical creature definition tokens that allow the game to build the creature.  The easiest way to do this is to copy and paste the entire entry from some other creature, then edit in and out the parts you want.  OR you can build from the ground up, but you will need to pay extra special attention to make sure you don't miss any critical tokens.  FOR EXAMPLE: if you forget to define any materials for the creature to be made out of, then it can't be made by the game, and might (will) cause a crash.

First and foremost though, make sure your raw file starts out looking like this

Code: [Select]
name_of_the_file

[OBJECT:CREATURE]

[CREATURE:GIANT_ROBOT_CREATURE_OR_WHATEVS]
     [Creature Tokens]
Logged