@Ryga:
I keep looking at it and the one thing I thought about, we are going the wrong way about it... I was looking at it over and over, and its just that its definitely not complete. I was going through it and here's what I see.
spoiler blocked this because you responded while I was putting it together.
okay so the Plump Helmet code:
[PLANT:MUSHROOM_HELMET_PLUMP]
[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]
[MATERIAL_REACTION_PRODUCT:DRINK_MAT:LOCAL_PLANT_MAT:DRINK]
[MATERIAL_REACTION_PRODUCT:SEED_MAT:LOCAL_PLANT_MAT:SEED]
[MATERIAL_REACTION_PRODUCT:MILL_MAT:LOCAL_PLANT_MAT:MILL]
######## ADD THIS LINE HERE, WE WANT THE STRUCTURE MATERIAL TO PRODUCE THE SALAD ########
[MATERIAL_REACTION_PRODUCT:SALAD_MAT:LOCAL_PLANT_MAT:SALAD]
[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]
[USE_MATERIAL_TEMPLATE:MUSHROOM:MUSHROOM_TEMPLATE]
[EDIBLE_VERMIN]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[PICKED_TILE:6][PICKED_COLOR:5:0:0][DEAD_PICKED_TILE:6]
[GROWDUR:300][VALUE:2][REACTION_CLASS:DYE]
##### NOW IT STARTS TO DEFINE ITS OTHER MATERIALS, SO LETS DEFINE THE NEW ONE HERE TOO #####
[USE_MATERIAL_TEMPLATE:SALAD:SALAD_TEMPLATE]
[STATE_NAME_ADJ:ALL:plumpy mushroom salad]
[MATERIAL_VALUE:2]
[DISPLAY_COLOR:5:0:0]
[EDIBLE_VERMIN]
[EDIBLE_RAW]
[EDIBLE_COOKED]
##### RIGHT HERE ITS NOT ATTACHED TO ANYTHING SO THE GAME DOESN'T KNOW HOW TO DO ANYTHING WITH IT, YET. #####
....
#### GO TO END OF PLUMP HELMET AND ADD THIS, STOLEN FROM STRAWBERRIES. ####
[GROWTH:SALAD]
[GROWTH_NAME:plumpy mushroom salad:plumpy mushroom salads]
[GROWTH_ITEM:PLANT_GROWTH:NONE:LOCAL_PLANT_MAT:SALAD]
[GROWTH_DENSITY:1]<- don't think it does anything.
[GROWTH_HOST_TILE:BRANCHES_AND_TWIGS]<- bushes don't have these I think, at least they aren't defined above.
[GROWTH_TIMING:0:1]<- short as possible on the first day of spring.
[GROWTH_PRINT:0:15:10:12:0:120000:200000:3] <-timing of the print is not the same as growth so it wont show up... don't know if it even needs this.
after that it should be able to created from the line:
[PRODUCT:100:1:PLANT_GROWTH:SALAD:GET_MATERIAL_FROM_REAGENT:plant:SALAD]
but if you want to keep going the route your using now (ITEM_REACTION_PRODUCT), I would suggest using 1 fake plant and putting all the growths there. less lines/less plant definitions. so in each plant you make a line that says:
[ITEM_REACTION_PRODUCT:MAKES_SALAD:PLANT:PLANT_SALAD:PLANT_MAT:PLANT_FAKEY:PLUMP_HELMET_SALAD]
you can pass syndromes through ingredients to meals created in the kitchen...
happens all the time if your using ZM5's Mossrovas. Its done through this coding here:
[USE_MATERIAL_TEMPLATE:MUSCLE:MUSCLE_TEMPLATE]
[SYNDROME]
[SYN_NAME:terrifying hallucinations]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_IMMUNE_CREATURE:MOSSROVA:ALL]
[SYN_INGESTED]
[CE_FEEL_EMOTION:EMOTION:HORROR:SEV:1000:PROB:100:START:0:PEAK:400:END:1300]
[CE_DIZZINESS:SEV:25:PROB:100:RESISTABLE:SIZE_DILUTES:START:0:PEAK:100:END:400]
[CE_ADD_TAG:TRANCES:START:100:END:1300]
[CE_NAUSEA:SEV:65:PROB:100:RESISTABLE:SIZE_DILUTES:START:100:PEAK:400:END:800]
[CE_FEEL_EMOTION:EMOTION:RAGE:SEV:1000:PROB:100:START:400:PEAK:700:END:1300]
[CE_CHANGE_PERSONALITY:FACET:ANGER_PROPENSITY:100:PROB:100:SIZE_DILUTES:START:400:PEAK:600:END:1300]
[CE_ADD_TAG:CRAZED:START:400:END:1300]
eating the meat raw, or cooked into a meal doesn't matter. the meat is considered a part of the meal and the meal will cause the syndrome. I had several insane parties because of a hunter dropping a mossrova while I wasn't paying attention.