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Difference between revisions of "v0.31:Weapon token"

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|-
| SIZE
+
| SIZE / WEIGHT
 
|  
 
|  
 
*size
 
*size
| Volume of weapon in mL or cubic cm. <font color="red">Required</font>.
+
| Volume of weapon in mL or cubic cm. Defaults to 100.
 
 
|-
 
| WEIGHT
 
|
 
| Unknown, unused.
 
  
 
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|  
 
|  
 
*value
 
*value
| Crossbow with both force and maxvel set to 99999999~ pierces through adamantine with lead bolts. If maxvel just sets maximum speed, piercing is determined by force.
+
| The amount of force used when firing projectiles - velocity is presumably determined by the projectile's mass. Defaults to 0.
  
 
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|-
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|  
 
|  
 
*value
 
*value
| Indirect affects reloading speed. Determines speed of projectile and a weapon cannot have more than 1 projectile onscreen at a time.
+
| The maximum speed a fired projectile can have.
  
 
|-
 
|-
 
| SKILL
 
| SKILL
 
|  
 
|  
*Skill token
+
*[[Skill token]]
| The skill to determine effectiveness in melee with this weapon. <font color="red">Required</font>.
+
| The skill to determine effectiveness in melee with this weapon. Defaults to MACE. Skill of AXE will allow it to be used to chop down trees.
  
 
|-
 
|-
 
| RANGED
 
| RANGED
 
|  
 
|  
*Skill token
+
*[[Skill token]]
*Ammo item token
+
*Ammo class
 
| Makes this a ranged weapon that uses the specified ammo. The specified skill determines accuracy in ranged combat.
 
| Makes this a ranged weapon that uses the specified ammo. The specified skill determines accuracy in ranged combat.
  
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|  
 
|  
 
*size
 
*size
| Creatures under this size (in cm^3) must use the weapon two-handed. <font color="red">Required</font>.
+
| Creatures under this size (in cm^3) must use the weapon two-handed. Defaults to 50000.
  
 
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|-
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|  
 
|  
 
*size
 
*size
| Minimum body size (in cm^3) to use the weapon at all (multigrasp required until TWO_HANDED value) <font color="red">Required</font>.
+
| Minimum body size (in cm^3) to use the weapon at all (multigrasp required until TWO_HANDED value). Defaults to 40000.
  
 
|-
 
|-
 
| CAN_STONE
 
| CAN_STONE
 
|
 
|
| Allows this weapon to be made from sharp stones (i.e. {{L|obsidian}}) plus a wood log.
+
| Allows this weapon to be made from sharp stones (i.e. [[obsidian]]) plus a wood log.
  
 
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|  
 
|  
 
*value
 
*value
| Number of bar units needed for forging, as well as the amount gained from melting. No weapons currently have a correct MATERIAL_SIZE by default{{version|0.31.12}}. <font color="red">Required</font>.
+
| Number of bar units needed for forging. Due to a bug, this does not actually work properly. <font color="red">Required</font>.
  
 
|-
 
|-

Latest revision as of 15:23, 25 July 2012

This article is about an older version of DF.

These tokens can only be placed within an ITEM_WEAPON object definition, most do not function in armor objects.

Token Arguments Description
NAME
  • singular
  • plural
Name of the weapon. Required.
ADJECTIVE
  • adjective
Adjective of the weapon, e.g. the "large" in "large copper dagger".
SIZE / WEIGHT
  • size
Volume of weapon in mL or cubic cm. Defaults to 100.
SHOOT_FORCE
  • value
The amount of force used when firing projectiles - velocity is presumably determined by the projectile's mass. Defaults to 0.
SHOOT_MAXVEL
  • value
The maximum speed a fired projectile can have.
SKILL The skill to determine effectiveness in melee with this weapon. Defaults to MACE. Skill of AXE will allow it to be used to chop down trees.
RANGED Makes this a ranged weapon that uses the specified ammo. The specified skill determines accuracy in ranged combat.
TWO_HANDED
  • size
Creatures under this size (in cm^3) must use the weapon two-handed. Defaults to 50000.
MINIMUM_SIZE
  • size
Minimum body size (in cm^3) to use the weapon at all (multigrasp required until TWO_HANDED value). Defaults to 40000.
CAN_STONE Allows this weapon to be made from sharp stones (i.e. obsidian) plus a wood log.
TRAINING Restricts this weapon to being made of wood.
MATERIAL_SIZE
  • value
Number of bar units needed for forging. Due to a bug, this does not actually work properly. Required.
ATTACK
  • attacktype:BLUNT or EDGE
  • contact_area:value
  • penetration_size:value
  • verb2nd:string
  • verb3rd:string
  • noun:string
  • velocity_multiplier:value
You can have many ATTACK tags and one will be randomly selected for each attack, with EDGE attacks 100 times more common than BLUNT attacks. Required.