v50 Steam/Premium information for editors
- v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
- Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.
Editing v0.31:Armor token
Jump to navigation
Jump to search
Warning: You are not logged in.
Your IP address will be recorded in this page's edit history.
You are editing a page for an older version of Dwarf Fortress ("Main" is the current version, not "v0.31"). Please make sure you intend to do this. If you are here by mistake, see the current page instead.
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 1: | Line 1: | ||
{{Quality|Exceptional|08:43, 9 June 2010 (UTC)}}{{av}} | {{Quality|Exceptional|08:43, 9 June 2010 (UTC)}}{{av}} | ||
− | The tokens for all types of | + | The tokens for all types of {{l|armor}} on all slots, including {{l|shield}}s. Usage column gives information on what types of '''armor''' the token might be restricted to. |
These tokens can only be placed within an ITEM_ARMOR, ITEM_GLOVES, ITEM_SHOES, ITEM_SHIELD, ITEM_HELM, or ITEM_PANTS object definition, most do not function in weapon objects. | These tokens can only be placed within an ITEM_ARMOR, ITEM_GLOVES, ITEM_SHOES, ITEM_SHIELD, ITEM_HELM, or ITEM_PANTS object definition, most do not function in weapon objects. | ||
Line 29: | Line 29: | ||
| adjective | | adjective | ||
| ITEM_ARMOR<br />ITEM_PANTS | | ITEM_ARMOR<br />ITEM_PANTS | ||
− | | | + | | |
|- | |- | ||
Line 35: | Line 35: | ||
| num | | num | ||
| ITEM_ARMOR<br />ITEM_GLOVES<br />ITEM_SHOES<br />ITEM_SHIELD<br />ITEM_HELM | | ITEM_ARMOR<br />ITEM_GLOVES<br />ITEM_SHOES<br />ITEM_SHIELD<br />ITEM_HELM | ||
− | | Unused | + | | Unused |
|- | |- | ||
| ARMORLEVEL | | ARMORLEVEL | ||
| | | | ||
− | + | omitted - clothing<br> | |
1 - leather<br> | 1 - leather<br> | ||
2 - chain<br> | 2 - chain<br> | ||
3 - plate | 3 - plate | ||
| All | | All | ||
− | | What category this item falls under. | + | | What category this item falls under. Lack of this tag makes this item clothes level. |
|- | |- | ||
Line 75: | Line 75: | ||
| value | | value | ||
| ITEM_SHIELD | | ITEM_SHIELD | ||
− | | Affects the block chance of the shield | + | | Affects the block chance of the shield. |
|- | |- | ||
Line 81: | Line 81: | ||
| value | | value | ||
| All | | All | ||
− | | How much material is needed to make the item. Most important with bars. The number of bars required to make the item is the value divided by three | + | | How much material is needed to make the item. Most important with bars. The number of bars required to make the item is the value divided by three. |
|- | |- | ||
| SOFT | | SOFT | ||
| | | | ||
− | | All | + | | All |
− | | Randomly generated equipped armor will have an equal probability of being made of leather or cloth, when this token is present and [METAL] is absent | + | | Item can {{L|wear}} when worn. Opposite of [HARD]. Randomly generated equipped armor will have an equal probability of being made of leather or cloth, when this token is present and [METAL] is absent. |
|- | |- | ||
| HARD | | HARD | ||
| | | | ||
− | | All | + | | All |
− | | | + | | Item does not {{L|wear}} when worn. Opposite of [SOFT]. No tag defaults to [HARD]. |
|- | |- | ||
| METAL | | METAL | ||
| | | | ||
− | | All | + | | All |
| Item can be made with metal. Randomly generated equipped armor will always be made out of metal whenever possible. | | Item can be made with metal. Randomly generated equipped armor will always be made out of metal whenever possible. | ||
Line 104: | Line 104: | ||
| BARRED | | BARRED | ||
| | | | ||
− | | All | + | | All |
| Can be crafted out of bone. Randomly generated equipped armor will never be made out of bone. | | Can be crafted out of bone. Randomly generated equipped armor will never be made out of bone. | ||
Line 110: | Line 110: | ||
| SCALED | | SCALED | ||
| | | | ||
− | | All | + | | All |
| Can be crafted from shell. Randomly generated equipped armor will never be made of shell. | | Can be crafted from shell. Randomly generated equipped armor will never be made of shell. | ||
Line 116: | Line 116: | ||
| LEATHER | | LEATHER | ||
| | | | ||
− | | All | + | | All |
| Item can be made from leather. Randomly generated equipped armor with [LEATHER] will not be made of cloth, unless [SOFT] is also present. | | Item can be made from leather. Randomly generated equipped armor with [LEATHER] will not be made of cloth, unless [SOFT] is also present. | ||
Line 122: | Line 122: | ||
| SHAPED | | SHAPED | ||
| | | | ||
− | | All | + | | All |
| Only one shaped piece of clothing can be worn on a single body slot at a time. | | Only one shaped piece of clothing can be worn on a single body slot at a time. | ||
Line 128: | Line 128: | ||
| CHAIN_METAL_TEXT | | CHAIN_METAL_TEXT | ||
| | | | ||
− | | All | + | | All |
| Metal versions of this item will have "chain" added between the material and item name. | | Metal versions of this item will have "chain" added between the material and item name. | ||
Line 134: | Line 134: | ||
| STRUCTURAL_ELASTICITY_WOVEN_THREAD | | STRUCTURAL_ELASTICITY_WOVEN_THREAD | ||
| | | | ||
− | | All | + | | All |
| | | | ||
Line 140: | Line 140: | ||
| STRUCTURAL_ELASTICITY_CHAIN_METAL | | STRUCTURAL_ELASTICITY_CHAIN_METAL | ||
| | | | ||
− | | All | + | | All |
| | | | ||
Line 146: | Line 146: | ||
| STRUCTURAL_ELASTICITY_CHAIN_ALL | | STRUCTURAL_ELASTICITY_CHAIN_ALL | ||
| | | | ||
− | | All | + | | All |
− | | | + | | |
|- | |- | ||
| LAYER_SIZE | | LAYER_SIZE | ||
| value | | value | ||
− | | All | + | | All |
− | | What the size of this item in question is, when it is put on. See | + | | What the size of this item in question is, when it is put on. See {{L|Armor}} for more on item sizes and layering. |
|- | |- | ||
| LAYER_PERMIT | | LAYER_PERMIT | ||
| value | | value | ||
− | | All | + | | All |
− | | The maximum number of items allowed on that body slot. If the body slot's layer value is over this, no more of this item can be put on. See | + | | The maximum number of items allowed on that body slot. If the body slot's layer value is over this, no more of this item can be put on. See {{L|Armor}} for more on item sizes and layering. |
|- | |- | ||
| LAYER | | LAYER | ||
| UNDER, OVER, ARMOR, COVER | | UNDER, OVER, ARMOR, COVER | ||
− | | All | + | | All |
− | | How this item is layered. The [LAYER_PERMIT:#] of a [LAYER:ARMOR] item overrides the [LAYER_PERMIT:#] of other items on the same ITEM_<name1>, unless it is a [LAYER:COVER] items | + | | How this item is layered. The [LAYER_PERMIT:#] of a [LAYER:ARMOR] item overrides the [LAYER_PERMIT:#] of other items on the same ITEM_<name1>, unless it is a [LAYER:COVER] items. |
|- | |- | ||
| COVERAGE | | COVERAGE | ||
| % value | | % value | ||
− | | All | + | | All |
− | | Coverage determines how often attacks and contaminants get through clothes. Armor with a 5% coverage value, for example, will be near useless because 95% of attacks will bypass it | + | | Coverage determines how often attacks and contaminants get through clothes. Armor with a 5% coverage value, for example, will be near useless because 95% of attacks will bypass it compleatly. Temperature effects are also influenced by coverage. |
|} | |} |