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cadon edited this page Dec 1, 2019 · 16 revisions

In the extractor, the "G"-button near the creature's name can be used to automatically create a name for that creature. The idea and first implementations are from @tsebring and @SkyDotNET, thanks for that!

Usage

To use this feature, a naming-pattern has to be defined by right-clicking on the "G"-button near the creature-name input. E.g. a pattern like {species_shortu} {sex_short}-{hp} {dmg} could create a name like "ARGT F-38 40" for a female argentavis with 38 levels in HP and 40 levels in damage.

Any characters that don't match a key-word from the list below will not be changed. E.g. a pattern like {species} (Joe's) for an Argentavis will create Argentavis (Joe's).

Key-words

  • {species}: species
  • {species_short}: species shortened to at most 4 characters
  • {species_shortu}: like {species_short) and in uppercase
  • {spcs_short}: species without vowels and shortened to at most 4 characters
  • {spcs_shortu}: like {spcs_short} and in uppercase
  • {sex}: sex ("Male", "Female", "Unknown")
  • {sex_short}: "M", "F", "U" (unknown)
  • {cpr}: {sex_short}{date_short}{hp}{stam}{oxy}{food}{weight}{dmg}{effImp}
  • {date_short}: yy-MM-dd, e.g. 2017-04-22
  • {date_compressed}: yyMMdd
  • {times_short}: hh:mm:ss
  • {times_compressed}: hhmmss
  • {time_short}: hh:mm
  • {time_compressed}: hhmm
  • {highest1s}: the abbreviation of the name of the highest stat of that creature.
  • {highest1l}: the level of the highest stat of that creature.
  • {n}: if the generated name already exists, the smallest number that makes the name unique is added. E.g. if you pattern is {species} {n}, and you have a creatures named "Rex 1" and "Rex 3", the next rex is named "Rex 2".

Breeding-levels

  • {hp}: Health
  • {stam}: Stamina
  • {oxy}: Oxygen
  • {food}: Food
  • {weight}: Weight
  • {dmg}: Damage
  • {spd}: Speed
  • {trp}: Torpor

Other

  • {effImp}: Taming-effectiveness or Imprinting (depending if the creature was bred or tamed)
  • {gen}: Number of generations
  • {gena}: Number of generations in letters, e.g. generation 0 is 'A', generation 1 is 'B', generation 26 is 'AA' etc.
  • {muta}: Number of mutations
  • {rnd}: random number 100000 - 999999
  • {tn}: number of creatures of the current species in the library + 1

Conditional Expression

A conditional expression first checks for a condition and then creates text depending on if that condition is fulfilled. The only condition currently supported is a check if a stat is a top stat (i.e. the highest of all creatures of the same species in the library).

The syntax is {{#if: isTopXX | text if true | text if false }}. XX has to be replaced with the English 2-letter abbreviation of the according stat, e.g. Hp for Health, St for Stamina, etc. (see list below). The text if false can be omitted. For example {{#if: isTopHP | TopHP | noTopHP }} will result in TopHP if the creature has a top stat in health and in noTopHP else. You can also use other patterns in the conditional expression like {{#if: isTopHP | HP {hp} }}, which will result in HP 42 if the creature has 42 levels in HP and if this is a top stat. If you use patterns in the conditional expression, note that before the two closing brackets there must not be a closing bracket of a pattern, leave a space there (which will be trimmed). {{#if: isTopHP | HP {hp}}} will not work (note the three consecutive brackets at the end).

Conditional keywords

  • isTopHp: Health
  • isTopSt: Stamina
  • isTopOx: Oxygen
  • isTopFo: Food
  • isTopWe: Weight
  • isTopDm: MeleeDamageMultiplier
  • isTopSp: SpeedMultiplier
  • isTopTo: Torpidity
  • isTopWa: Water
  • isTopTe: Temperature
  • isTopFr: TemperatureFortitude
  • isTopCr: CraftingSpeedMultiplier
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