Add custom raw tokens link and add prefix to custom raw tokens in raws

develop
Tachytaenius 2022-07-11 18:24:07 +01:00
parent 25175b5c28
commit f670ef4b60
1 changed files with 7 additions and 5 deletions

@ -101,7 +101,7 @@ Check the full list of events at https://docs.dfhack.org/en/stable/docs/Lua%20AP
Custom raw tokens Custom raw tokens
----------------- -----------------
In this section, we are going to use custom raw tokens applied to a reaction to transfer the material of a reagent to a product as a handle improvement (like on artifact buckets), and then we are going to see how you could make boots that make units go faster when worn. Both of these involve custom raw tokens. In this section, we are going to use `custom raw tokens <_custom-raw-tokens>` applied to a reaction to transfer the material of a reagent to a product as a handle improvement (like on artifact buckets), and then we are going to see how you could make boots that make units go faster when worn. Both of these involve custom raw tokens.
First, let's define a custom crossbow with its own custom reaction. The crossbow: :: First, let's define a custom crossbow with its own custom reaction. The crossbow: ::
@ -117,7 +117,7 @@ First, let's define a custom crossbow with its own custom reaction. The crossbow
[MATERIAL_SIZE:4] [MATERIAL_SIZE:4]
[ATTACK:BLUNT:10000:4000:bash:bashes:NO_SUB:1250] [ATTACK:BLUNT:10000:4000:bash:bashes:NO_SUB:1250]
[ATTACK_PREPARE_AND_RECOVER:3:3] [ATTACK_PREPARE_AND_RECOVER:3:3]
[FIRE_RATE_MULTIPLIER:2] custom token (you'll see) [TUTORIAL_MOD_FIRE_RATE_MULTIPLIER:2] custom token (you'll see)
The reaction to make it (you would add the reaction and not the weapon to an entity raw): :: The reaction to make it (you would add the reaction and not the weapon to an entity raw): ::
@ -132,7 +132,7 @@ The reaction to make it (you would add the reaction and not the weapon to an ent
[ANY_PLANT_MATERIAL] [ANY_PLANT_MATERIAL]
[REAGENT:handle 2:1:BLOCKS:NONE:NONE:NONE] [REAGENT:handle 2:1:BLOCKS:NONE:NONE:NONE]
[ANY_PLANT_MATERIAL] [ANY_PLANT_MATERIAL]
[TRANSFER_HANDLE_MATERIAL_TO_PRODUCT_IMPROVEMENT:1] another custom token [TUTORIAL_MOD_TRANSFER_HANDLE_MATERIAL_TO_PRODUCT_IMPROVEMENT:1] another custom token
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_CROSSBOW_SIEGE:GET_MATERIAL_FROM_REAGENT:bar:NONE] [PRODUCT:100:1:WEAPON:ITEM_WEAPON_CROSSBOW_SIEGE:GET_MATERIAL_FROM_REAGENT:bar:NONE]
So, we are going to use the ``eventful`` module to make it so that (after the script is run) when this crossbow is crafted, it will have two handles, each with the material given by the block reagents. So, we are going to use the ``eventful`` module to make it so that (after the script is run) when this crossbow is crafted, it will have two handles, each with the material given by the block reagents.
@ -149,7 +149,9 @@ Now, let's make a callback: ::
First, we check to see if it the reaction that just happened is relevant to this callback: :: First, we check to see if it the reaction that just happened is relevant to this callback: ::
if not customRawTokens.getToken(reaction, "TRANSFER_HANDLE_MATERIAL_TO_PRODUCT_IMPROVEMENT") then return end if not customRawTokens.getToken(reaction, "TUTORIAL_MOD_TRANSFER_HANDLE_MATERIAL_TO_PRODUCT_IMPROVEMENT") then
return
end
Then, we get the product number listed. Next, for every reagent, if the reagent name starts with "handle" then we get the corresponding item, and... :: Then, we get the product number listed. Next, for every reagent, if the reagent name starts with "handle" then we get the corresponding item, and... ::
@ -186,7 +188,7 @@ Let's also make some code to modify the fire rate of the siege crossbow. ::
return return
end end
local multiplier = tonumber(customRawTokens.getToken(weapon.subtype, "FIRE_RATE_MULTIPLIER")) or 1 local multiplier = tonumber(customRawTokens.getToken(weapon.subtype, "TUTORIAL_MOD_FIRE_RATE_MULTIPLIER")) or 1
firer.counters.think_counter = math.floor(firer.counters.think_counter * multiplier) firer.counters.think_counter = math.floor(firer.counters.think_counter * multiplier)
end end