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Author Topic: Guide to Making Castes??  (Read 662 times)

Spiderking50

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Guide to Making Castes??
« on: September 16, 2012, 10:54:30 am »

Anyone know of a thread that has a guide to implementing castes?
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Putnam

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Re: Guide to Making Castes??
« Reply #1 on: September 16, 2012, 11:31:11 am »

Castes are exactly like creatures in every way, excepting that you need to use CASTE_NAME, CASTE_COLOR, and CASTE_TILE for them.

Hugo_The_Dwarf

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Re: Guide to Making Castes??
« Reply #2 on: September 16, 2012, 02:34:35 pm »

[CREATURE:<custom_id>]
[NAME:singular:plural:adj]
[DESCRIPTION:string text]
[CREATURE_TILE:(ASCII value) or literal char enclosed in single quotes like 'G']

[CASTE:<custom_id>]
[CASTE_NAME:same rules as NAME]
[CASTE_TILE:same as CREATURE_TILE]
[DESCRIPTION:string text] -- will overwrite standard public DESCRIPTION
...
...
...

[CASTE:<custom_id>]
....
....
....


A guild to DF modding would be the same as learning Object-Oriented Programming.

So think of everything in the CREATURE section as PUBLIC everyone can use what is in there. But a CASTE is PRIVATE so everything within it is privvy to it only.

Like how CASTE:MALE uses the [MALE] and [BODY_DETAIL_PLAN:STANDARD_FACIAL_HAIR_TISSUES] tags and CASTE:FEMALE uses the [FEMALE] and [MULTIABLE_LITTER_RARE] tags. But both castes take on tags from the PUBLIC/CREATURE class such as BLOOD,PUS,ATTACKS,BODY,etc..

but a [SELECT_CASTE:ALL] tag mimics a CREATURE class effect, since all castes are selected.
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i2amroy

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Re: Guide to Making Castes??
« Reply #3 on: September 16, 2012, 04:00:45 pm »

Just a note here, but if possible you should always include your [DESCRIPTION:XXXX] tokens within your castes instead of outside of them (such as they are in vanilla), even if it's the same description for every caste. Elsewise you can potentially crash your game if you have any transformation effects that you add in.
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