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Author Topic: Reactions for ojects without material types?  (Read 2547 times)

Spiders Everywhere

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Reactions for ojects without material types?
« on: December 04, 2007, 07:50:00 pm »

What's the syntax for using a reaction to create an object that doesn't have a specific material type? Like, say, I want a monster tree to drop a seed when it dies.

[ITEMCORPSE:SEED:MONSTER_TREE_SEED:?:?]

Or is this not possible? What about using the furnace?

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Vanigo

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Re: Reactions for ojects without material types?
« Reply #1 on: December 04, 2007, 11:32:00 pm »

My understanding is that the syntax should be: [ITEMCORPSE:SEEDS:NO_SUBTYPE:PLANT:MONSTER_TREE], but that seeds don't work right in the raws. You use the plant matgloss since seeds are defined in the plant glossary. (You'd also need to add the plant type, of course.)
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Spiders Everywhere

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Re: Reactions for ojects without material types?
« Reply #2 on: December 05, 2007, 04:09:00 pm »

Hm, well, that's got it making rat weed seeds. I'll have to fiddle with it some more.
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Spiders Everywhere

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Re: Reactions for ojects without material types?
« Reply #3 on: December 05, 2007, 05:17:00 pm »

Okay, I've had a bit of a breakthrough. It's not actually taking the third value as a material type; it's convering it to its numerical position on the material tokens list, and using that number to pick the nth entry in matgloss_plant.txt. PLANT produces rat weed because PLANT_ALCOHOL is the 13th material token and rat weed is the 13th plant. So, SEEDS:NO_SUBTYPE:STONE:NO_MATGLOSS produces pig tail seeds, since STONE is the second material token, and pig tail is the second plant.

I've been testing this in the smelter, and I found I can use it to make animals, too! [PRODUCT:100:1:PET:NO_SUBTYPE:WOOD:NO_MATGLOSS] produces a tame toad, [PRODUCT:100:1:PET:NO_SUBTYPE:STONE:NO_MATGLOSS] produces a tame worm, etc. There's a bunch of issues with this, though:

- The animals instantly burst into flame if temperature is turned on.  :D

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Armok

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Re: Reactions for ojects without material types?
« Reply #4 on: December 05, 2007, 05:58:00 pm »

Now that *IS* a breakthrough!   :eek:
I wonder if Toady knows this.

[ December 05, 2007: Message edited by: Armok ]

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Torak

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Re: Reactions for ojects without material types?
« Reply #5 on: December 05, 2007, 06:05:00 pm »

quote:
Originally posted by Spiders Everywhere:
<STRONG>breakthrough</STRONG>


Wait, you're MAKING animals?

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Spiders Everywhere

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Re: Reactions for ojects without material types?
« Reply #6 on: December 05, 2007, 06:47:00 pm »

quote:
Originally posted by Torak:
<STRONG>


Wait, you're MAKING animals?</STRONG>


At this moment, yes, I am smelting cows.

Next task: See if I can use animals as reagents to create a half-pony half-monkey monster.

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Vanigo

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Re: Reactions for ojects without material types?
« Reply #7 on: December 05, 2007, 07:09:00 pm »

quote:
Originally posted by Spiders Everywhere:
<STRONG>Next task: See if I can use animals as reagents to create a half-pony half-monkey monster.</STRONG>

Don't use too many monkeys.

Also, what material token list is this?

[ December 05, 2007: Message edited by: Vanigo ]

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Spiders Everywhere

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Re: Reactions for ojects without material types?
« Reply #8 on: December 05, 2007, 07:31:00 pm »

quote:
Originally posted by Vanigo:
<STRONG>

Don't use too many monkeys.</STRONG>


You know Skullcrusher Mountain would be a good fortress name.

quote:
<STRONG>Also, what material token list is this?</STRONG>

I got it out of the game exe, if it's not on the wiki I'll put it up when I get a chance:

1   WOOD
2   STONE
3   METAL
4   BONE
5   IVORY
6   HORN
7   AMBER
8   CORAL
9   PEARL
10   SHELL
11   LEATHER
12   SILK
13   PLANT_ALCOHOL
14   GLASS_GREEN
15   GLASS_CLEAR
16   GLASS_CRYSTAL
17   SAND
18   COAL
19   POTASH
20   ASH
21   PEARLASH
22   LYE
23   RENDERED_FAT
24   SOAP_ANIMAL
25   FAT
26   MUD
27   VOMIT
28   BLOOD_NONSPECIFIC
29   BLOOD_SPECIFIC
30   SLIME
31   SALT
32   FILTH_B
33   FILTH_Y
34   UNKNOWN_SUBSTANCE
35   GRIME

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Spiders Everywhere

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Re: Reactions for ojects without material types?
« Reply #9 on: December 05, 2007, 08:23:00 pm »

A little more experimentation. I believe the PET token actually refers to tame vermin - while this method can be used to create something called "tame dog" that uses the d symbol, it behaves like a tame vermin and can't be trained or anything. I did find out that you can assign them to a cage to get them out of the smelter and onto the Animals list.
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Vanigo

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Re: Reactions for ojects without material types?
« Reply #10 on: December 05, 2007, 09:03:00 pm »

Sounds like maybe you could use live dragonflies in a reaction, then?
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Zurai

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Re: Reactions for ojects without material types?
« Reply #11 on: December 05, 2007, 09:13:00 pm »

quote:
Originally posted by Spiders Everywhere:
<STRONG>Okay, I've had a bit of a breakthrough. It's not actually taking the third value as a material type; it's convering it to its numerical position on the material tokens list, and using that number to pick the nth entry in matgloss_plant.txt. PLANT produces rat weed because PLANT_ALCOHOL is the 13th material token and rat weed is the 13th plant. So, SEEDS:NO_SUBTYPE:STONE:NO_MATGLOSS produces pig tail seeds, since STONE is the second material token, and pig tail is the second plant.</STRONG>

That makes sense, now that I think of it. They're enumerated lists; basically a group of constants that are associated with numbers in a sequence. They're pretty commonly used for the purpose of keeping track of the meaning behind numbers when you're plugging them in. For example, [SEEDS:NO_SUBTYPE:STONE:NO_MATGLOSS] makes a LOT more sense to read than [5:1:2:1].

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Armok

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Re: Reactions for ojects without material types?
« Reply #12 on: December 06, 2007, 11:43:00 am »

*idea*
I wonder if just writing the numbers would work?
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Zurai

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Re: Reactions for ojects without material types?
« Reply #13 on: December 06, 2007, 12:01:00 pm »

It depends on the implementation. I'd give it a 50/50 chance for the numbers working.
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Spiders Everywhere

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Re: Reactions for ojects without material types?
« Reply #14 on: December 06, 2007, 01:21:00 pm »

quote:
Originally posted by Armok:
<STRONG>*idea*
I wonder if just writing the numbers would work?</STRONG>

I tried that, but it gave me a bunch of "Unrecognized Material Token: 1" type errors  :confused:

I think if you wanted to build a system out of this your best bet would be to make a creature_aaa.txt file and put everything you wanted to use in that.

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