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Difference between revisions of "v0.31:Material definition token"

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(Someone went and made syndromes on another page, and did it better than I did. Syndrome token section removed.)
Line 563: Line 563:
 
*value
 
*value
 
| Multiplies the value of the selected material. Seen in local creature materials.
 
| Multiplies the value of the selected material. Seen in local creature materials.
 
|}
 
 
 
==Syndrome Tokens==
 
 
The following tokens are used to define syndromes associated with a material.
 
 
{|{{prettytable}}
 
|- bgcolor="#ddd"
 
! Token
 
! Arguments
 
! Description
 
  
 
|-
 
|-
 
| SYNDROME
 
| SYNDROME
 
|
 
|
| Begin defining a syndrome.
+
| Begins defining a {{L|Syndrome}}. Supposedly does not work with templates.{{verify}}
 
 
|-
 
| SYN_NAME
 
|
 
*string
 
| Name of the syndrome.
 
 
 
|-
 
| SYN_INJECTED
 
|
 
| Syndrome is contracted if injected via creature attack.
 
 
 
|-
 
| SYN_CONTACT
 
|
 
| Syndrome is contracted if material contaminent (water covering, for example) is present on the body.
 
 
 
|-
 
| SYN_INHALED
 
|
 
| Syndrome is contracted if dust, vapor, or gas is inhaled.
 
 
 
|-
 
| SYN_AFFECTED_CLASS
 
|
 
*creature class
 
| Which creature classes can contract the syndrome. ALL does not make every creature susceptible.
 
 
 
|-
 
| SYN_IMMUNE_CLASS
 
|
 
*creature class
 
| Which creature classes are immune to the syndrome.
 
 
 
|-
 
| SYN_AFFECTED_CREATURE
 
|
 
*creature
 
*caste
 
| ALL is a valid argument for the second parameter.
 
 
 
|-
 
| SYN_IMMUNE_CREATURE
 
|
 
*creature
 
*caste
 
| ALL is a valid argument for the second parameter. Be sure to give this to venomous creatures, especially those with contact or inhaled poisons.
 
 
 
|-
 
| Effect
 
|
 
| See below
 
  
 
|}
 
|}
 
===Effect token===
 
 
Effect tokens are added to a syndrome in the following format:
 
 
[effect:SEV:n:PROB:n:special:START:n:PEAK:n:END:n:special]
 
 
The following effects can be used, most of which are self-explanatory:
 
 
*CE_PAIN
 
*CE_SWELLING
 
*CE_OOZING
 
*CE_BRUISING
 
*CE_BLISTERS
 
*CE_NUMBNESS
 
*CE_PARALYSIS
 
*CE_FEVER
 
*CE_BLEEDING
 
*CE_COUGH_BLOOD
 
*CE_VOMIT_BLOOD
 
*CE_NAUSEA
 
*CE_UNCONSCIOUSNESS
 
*CE_NECROSIS
 
*CE_IMPAIR_FUNCTION
 
*CE_DROWSINESS
 
*CE_DIZZINESS
 
 
The other arguments and special tokens are as follows. Special tokens can be used before or after the START, PEAK, and END.
 
 
{|{{prettytable}}
 
|- bgcolor="#ddd"
 
! Token
 
! Arguments
 
! Description
 
 
|-
 
| SEV
 
|
 
*n
 
| Severity of the effect. Number can presumably exceed 100.{{verify}}
 
 
|-
 
| PROB
 
|
 
*percentage
 
| Probability of the effect. Probably a percentage.
 
 
|-
 
| START, PEAK, END
 
|
 
*n
 
| Timespan of the effect. The effect will increase from the starting time to the peak time, and decrease from the peak time to the end time. Symptoms without an END time will be chronic.
 
 
|-
 
| LOCALIZED
 
|
 
| Contact poison will only effect the area it contacts.
 
 
|-
 
| RESISTABLE
 
|
 
| Effect has a chance of being resisted beyond the probability. Uses disease resistance attribute?{{verify}}
 
 
|-
 
| ENTERS_BLOOD
 
|
 
| Automatically makes creatures who don't have blood immune
 
 
|-
 
| VASCULAR_ONLY
 
|
 
| Only affects vascular tissue.
 
 
|-
 
| MUSCULAR_ONLY
 
|
 
| Only affects muscule tissue.
 
 
|-
 
| BP
 
|
 
* BY_TYPE, BY_TOKEN, or BY_CATEGORY
 
* body type, token, or category
 
* tissue? ALL works here
 
| The effect will only affect a particular body part.
 
BP:BY_TYPE:THOUGHT:ALL
 
 
|}
 
 
===Example Syndrome===
 
 
[SYNDROME]
 
[SYN_NAME:lime disease]
 
[SYN_AFFECTED_CLASS:GENERAL_POISON]
 
[SYN_IMMUNE_CREATURE:TIGER:ALL]
 
[SYN_INHALED][SYN_CONTACT][SYN_INJECTED]
 
[CE_FEVER:SEV:50:PROB:100:RESISTABLE:START:50:PEAK:500:END:1500]
 
[CE_NAUSEA:SEV:35:PROB:100:RESISTABLE:START:50:PEAK:100:END:300]
 
[CE_DROWSINESS:SEV:75:PROB:100:RESISTABLE:START:1000:PEAK:2000:END:4000]
 
[CE_DIZZINESS:SEV:75:PROB:100:RESISTABLE:START:1000:PEAK:2000:END:3000]
 
[CE_BLEEDING:SEV:50:PROB:100:LOCALIZED:VASCULAR_ONLY:START:10:PEAK:500:END:600:SIZE_DILUTES]
 
[CE_NECROSIS:SEV:100:PROB:100:RESISTABLE:BP:BY_TYPE:THOUGHT:ALL:BP:BY_TYPE:NERVOUS:ALL:START:30:PEAK:60:END:1200]
 

Revision as of 15:41, 5 April 2010

This article is about an older version of DF.

Material Tokens

The following tokens can be used in material templates, as well as materials defined in other raw files.


Token Arguments Description
MATERIAL_TEMPLATE
  • id
The name of the material template. Used when defining a template in material template files; the id is used as an argument when calling for material templates elsewhere.
STATE_COLOR
  • state
  • color
The state may be SOLID, LIQUID, GAS, POWDER, SOLID_POWDER, ALL_SOLID, or ALL.

Color comes from descriptor_color_standard.txt and is used to describe the color of the material. [STATE_COLOR:ALL_SOLID:GREY]

STATE_NAME
  • state
  • name
The name of the material as displayed in-game.

[STATE_COLOR:ALL_SOLID:stone]

STATE_ADJ
  • state
  • adjective
Like STATE_NAME, but used in different situations. Equipment made from the material uses the adjective.
STATE_NAME_ADJ
  • state
  • name/adjective
Sets both STATE_NAME and STATE_ADJ at the same time.
DISPLAY_COLOR
  • foreground color
  • background color
  • forground brightness
The on-screen color of the material. Uses a standard 3-digit Template:L

[DISPLAY_COLOR:7:0:0]

MATERIAL_VALUE
  • value
Value modifier for the material.
SPEC_HEAT
  • specific heat capacity
See Template:L
IGNITE_POINT
  • temperature
Temperature at which the material will catch fire. May be set to NONE.
MELTING_POINT
  • temperature
Temperature at which the material melts. May be set to NONE.
BOILING_POINT
  • temperature
Temperature at which the material boils. May be set to NONE.
HEATDAM_POINT
  • temperature
Temperature at which the material takes heat damage. May be set to NONE. If the material has an ignite point but no heatdam point it may burn for very long time.[Verify]
COLDDAM_POINT
  • temperature
Temperature at which the material takes cold damage. May be set to NONE.
MAT_FIXED_TEMP
  • temperature
Constant temperature of the material. May be set to NONE.
SOLID_DENSITY
  • density
Affects the weight of the material. Also affects combat calculations; affects blunt-force damage and ability of edged weapons to pierce tissue layers.[Verify]
LIQUID_DENSITY
  • density
MOLAR_MASS
  • n
Supposedly not used.
IMPACT_YIELD
  • n
used for blunt-force combat.
IMPACT_FRACTURE
  • n
used for blunt-force combat.
IMPACT_ELASTICITY
  • n
used for blunt-force combat.
COMPRESSIVE_YIELD
  • n
Supposedly not used.
COMPRESSIVE_FRACTURE
  • n
Supposedly not used.
COMPRESSIVE_ELASTICITY
  • n
Supposedly not used.
TENSILE_YIELD
  • n
Supposedly not used.
TENSILE_FRACTURE
  • n
Supposedly not used.
TENSILE_ELASTICITY
  • n
Supposedly not used.
TORSION_YIELD
  • n
Supposedly not used.
TORSION_FRACTURE
  • n
Supposedly not used.
TORSION_ELASTICITY
  • n
Supposedly not used.
SHEAR_YIELD
  • n
Used for cutting calculations.
SHEAR_FRACTURE
  • n
Used for cutting calculations.
SHEAR_ELASTICITY
  • n
Used for cutting calculations.
BENDING_YIELD
  • n
Supposedly not used.
BENDING_FRACTURE
  • n
Supposedly not used.
BENDING_ELASTICITY
  • n
Supposedly not used.
MAX_EDGE
  • n
How sharp the material is. Used in cutting calculations.
ABSORPTION
  • n
Supposedly not used.
ITEMS_HARD
ITEMS_QUERN
ITEMS_WEAPON
ITEMS_WEAPON_RANGED
ITEMS_AMMO
ITEMS_DIGGER
ITEMS_ANVIL
ITEMS_ARMOR
ITEMS_SIEGE_ENGINE
ITEMS_BARRED
ITEMS_SCALED
ITEMS_LEATHER
ITEMS_SOFT
ITEMS_DELICATE
IS_STONE
IS_METAL
IS_GLASS
IS_GEM
IMPLIES_ANIMAL_KILL Makes the elves angry if you try to trade something made from this material
ALCOHOL_PLANT
ALCOHOL_CREATURE
CHEESE_PLANT
CHEESE_CREATURE
POWDER_MISC_PLANT
POWDER_MISC_CREATURE
STOCKPILE_GLOB
LIQUID_MISC_PLANT
LIQUID_MISC_CREATURE
LIQUID_MISC_OTHER
STRUCTURAL_PLANT_MAT
SEED_MAT
LEAF_MAT
BONE
THREAD_PLANT
TOOTH
HORN
SHELL
SILK
GENERATES_MIASMA
ROTS
BLOOD_MAP_DESCRIPTOR
ICHOR_MAP_DESCRIPTOR
GOO_MAP_DESCRIPTOR
SLIME_MAP_DESCRIPTOR
PUS_MAP_DESCRIPTOR
EDIBLE_VERMIN Can be eaten by vermin.
EDIBLE_RAW Can be eaten raw.
EDIBLE_COOKED Can be cooked and then eaten.
CRYSTAL_GLASSABLE Can be used in the production of crystal glass
STONE_NAME Name of stones mined out if material is a stone.
OVERWRITE_SOLID
TEMP_DIET_INFO
SLIME
ICHOR
GOO
FILTH
POWDER_DYE
ITEM_SYMBOL
IF_EXISTS_SET_HEATDAM_POINT
  • temperature
IF_EXISTS_SET_COLDDAM_POINT
  • temperature
IF_EXISTS_SET_IGNITE_POINT
  • temperature
IF_EXISTS_SET_MELTING_POINT
  • temperature
IF_EXISTS_SET_BOILING_POINT
  • temperature
IF_EXISTS_SET_MAT_FIXED_TEMP
  • temperature
EXTRACT_STORAGE
BUTCHER_SPECIAL
  • item type
  • NONE
All instances in the material templates have NONE as the second argument. Possibly subtype?

[BUTCHER_SPECIAL:MEAT:NONE] [BUTCHER_SPECIAL:GLOB:NONE]

MEAT_NAME
  • prefix
  • name
  • adjective?
When the creature is butchered, its organs will be named via this token.
MATERIAL_REACTION_PRODUCT
  • reaction reference
  • LOCAL_CREATURE_MAT
  • material
Used with reaction raws to preserve material source from reagent to product. First argument comes from HAS_MATERIAL_REACTION_PRODUCT in reaction raws. Second argument is always LOCAL_CREATURE_MAT in templates but could be others.

[MATERIAL_REACTION_PRODUCT:TAN_MAT:LOCAL_CREATURE_MAT:LEATHER]

HARDENS_WITH_WATER
SOAP_LEVEL
  • n
MULTIPLY_VALUE
  • value
Multiplies the value of the selected material. Seen in local creature materials.
SYNDROME Begins defining a Template:L. Supposedly does not work with templates.[Verify]