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Author Topic: ITEMCORPSE Modding (special built-in functionality?)  (Read 1618 times)

Lewzer

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ITEMCORPSE Modding (special built-in functionality?)
« on: April 08, 2008, 06:09:00 pm »

Some questions/comments...

Does the sub-type field actually have a use, or is the only option "NO_SUBTYPE"?

Anyway, the USE_RACEGLOSS for the matgloss field seems to only work for some (built-in?) materials.  For example, the [Treants] use the entry:

code:

   [HAS_RACEGLOSS:WOOD]
   [ITEMCORPSE:WOOD:NO_SUBTYPE:WOOD:USE_RACEGLOSS]


[Treants] will appear as "Mahogany treant", "Oak treant", etc.

However, when using a custom matgloss file, this functionality stops working, and treants (and there ITEMCORPSE remains) are undescriptive.  I've tried creating a ''matgloss_treant.txt'' file and adding a few unique entries, like [MATGLOSS_WOOD:FOOBAR_TREE] and [MATGLOSS_WOOD:BAZ_TREE], and editing the Treant to:

code:

   [HAS_RACEGLOSS:TREANT]
   [ITEMCORPSE:WOOD:NO_SUBTYPE:WOOD:USE_RACEGLOSS]


...this doesn't seem to do anything.  If I want the Treant to leave special remains, like my Foobar Tree, I have to change the creature tokens to:
code:

   [HAS_RACEGLOSS:TREANT]
   [ITEMCORPSE:WOOD:NO_SUBTYPE:WOOD:FOOBAR_TREE]


But here, I can only have "Foobar treants" that leave "Foobar logs"

Is it possible to create a custom matgloss file that will select random materials for my creatures, so it works like the default Treants do?

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Untelligent

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Re: ITEMCORPSE Modding (special built-in functionality?)
« Reply #1 on: April 08, 2008, 08:37:00 pm »

-The "subtype" section is used for weapons and armor, I believe. [ITEMCORPSE:ITEM_WEAPON:ITEM_WEAPON_SWORD_SHORT:METAL:IRON], for example, where ITEM_WEAPON_SWORD_SHORT is the subtype.

-I'm not sure about that second part.

[ April 08, 2008: Message edited by: Untelligent ]

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nunix

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Re: ITEMCORPSE Modding (special built-in functionality?)
« Reply #2 on: April 08, 2008, 08:52:00 pm »

Racegloss is hardcoded right now; ran into this myself. You can use wood and stone confirmed, and possibly metal, but those will pull from all appropriate files and there is no way to refine or add in custom racegloss. I have a racegloss:stone creature, and they turn up as everything from granite to sandy loam to opals (yes, even gems).

edit: re: second field

It is most commonly left NO_SUBTYPE, but there are a few things - weapons and armor, for instance - that it's used in. WEAPON:ITEM_HAMMER:METAL:NO_MATGLOSS and such (or METAL:BRONZE if you wanted a bronze hammer specifically). But most things don't use that subtype field.

[ April 08, 2008: Message edited by: nunix ]

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RC

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Re: ITEMCORPSE Modding (special built-in functionality?)
« Reply #3 on: May 19, 2008, 06:26:00 pm »

I know this is a month old... but my question is similar...


Im just playing around, and it doesn't seem to work?

[ITEMCORPSE:SEEDS:NO_SUBTYPE:PLANT:BERRY_SUN]

Will it work even if I use it on a butcherable animal?

[ May 19, 2008: Message edited by: RC ]

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Deon

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Re: ITEMCORPSE Modding (special built-in functionality?)
« Reply #4 on: May 20, 2008, 11:11:00 am »

Not exactly.
For sun berry seed as itemcorpse you need [ITEMCORPSE:SEEDS:NO_SUBTYPE:POTASH:NO_MATGLOSS] because potash is 19th in exe and sun berry is 20th in raws (the system skips hide root for some reason so you can't get hide root seeds as itemcorpse).
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Sean Mirrsen

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Re: ITEMCORPSE Modding (special built-in functionality?)
« Reply #5 on: May 20, 2008, 01:53:00 pm »

Actually potash is 21st. Or so my string dump says.
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Deon

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Re: ITEMCORPSE Modding (special built-in functionality?)
« Reply #6 on: May 20, 2008, 06:59:00 pm »

potash is 19th
pearlash is 21th
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