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Difference between revisions of "DF2014:Edge"
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+ | {{Quality|Fine}} | ||
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+ | [[Material]]s have a sharpness property, defined as {{token|MAX_EDGE|md|<number>}}. In combat, this presumably defines how well the material works when used for [[slashing]] attacks. | ||
+ | |||
+ | Most materials draw this from their [[Material templates|Material template]], but placing a <code>[MAX_EDGE]</code> tag in the material's entry will override this and allow it to be sharper than other objects of its kind. For example, Obsidian has <code>[MAX_EDGE:20000]</code>, while the Stone Material Template has <code>[MAX_EDGE:1000]</code>. Incidentally, it seems that this is what allows Obsidian to be made into stone swords; a value of at least 10000 has been proven to also work. | ||
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+ | Actual weapon sharpness depends on its [[quality]]: masterwork and [[artifact]] blades have the above-mentioned maximum material edge, while regular-quality items get only half as much. | ||
+ | {{Category|Game mechanics}} | ||
+ | [[ru:Edge]] |
Revision as of 03:21, 20 December 2022
This article is about an older version of DF. |
Materials have a sharpness property, defined as [MAX_EDGE:<number>]
. In combat, this presumably defines how well the material works when used for slashing attacks.
Most materials draw this from their Material template, but placing a [MAX_EDGE]
tag in the material's entry will override this and allow it to be sharper than other objects of its kind. For example, Obsidian has [MAX_EDGE:20000]
, while the Stone Material Template has [MAX_EDGE:1000]
. Incidentally, it seems that this is what allows Obsidian to be made into stone swords; a value of at least 10000 has been proven to also work.
Actual weapon sharpness depends on its quality: masterwork and artifact blades have the above-mentioned maximum material edge, while regular-quality items get only half as much.