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Difference between revisions of "v0.34:Armor token"

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| What the size of this item in question is, when it is put on. This value affects physical size of an item, its thickness used for combat calculations. A piece of armor with higher LAYER_SIZE will be more efficient, yet heavier. Size also used for price calculation. See [[Armor]] for more on item sizes and layering. Defaults to 10.  
  
 
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Revision as of 11:48, 28 January 2014

This article is about an older version of DF.

The tokens for all types of armor on all slots, including shields. 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.

Tokens

Token Arguments Usage Description
NAME singular:plural All What this item will be called ingame.
PREPLURAL <phrase> of ITEM_ARMOR
ITEM_PANTS
Changes the plural form of this item to "<phrase of> item". Primarily pertains to the stock screens. Example, "suits of" platemail, "pairs of" trousers, etc.
MATERIAL_PLACEHOLDER adjective ITEM_ARMOR
ITEM_PANTS
If the item has no material associated with it (e.g. stockpile menus and trade negotiations), this will be displayed in its place. Used for leather armor.
VALUE num ITEM_ARMOR
ITEM_GLOVES
ITEM_SHOES
ITEM_SHIELD
ITEM_HELM
Unused. Defaults to -1.
ARMORLEVEL

0 - clothing
1 - leather
2 - chain
3 - plate

All What category this item falls under. Defaults to 1 for shields, 0 for everything else. Clothing-category armor is subject to wear as well as being used as every-day clothing by dwarves.
UPSTEP value, MAX ITEM_GLOVES
ITEM_SHOES
ITEM_SHIELD
This token functions exactly like LBSTEP but in reverse. How many steps up this item protects. 'Up'is defined as "Connected through a series of one or more body parts with the [LIMB] token to an UPPERBODY part. Gloves and shoes can not protect upper or lower bodies. Example, chausses with an upstep of MAX, protect the the foot and the entire leg, but not the lower body. The same effect could be achieved (on a humanoid) with UPSTEP>=2. Since toes and fingers lack the [LIMB] token, gloves and boots do not protect them. This may be a bug.
UBSTEP value, MAX ITEM_ARMOR How many steps away from upper body the armor protects. Only present on torso armor. When counting steps, ignore any steps through upper or lower body parts(UBSTEP:0 items protect the upper and lower bodies as a result of this). Currently buggedBug:1821, high values of UBSTEP will result in the item protecting facial features, fingers, and toes, while leaving those parts that it can not protect unprotected (but still counting them as steps). Torso armor can not protect hands, feet, or heads (parts with [GRASP],[STANCE], or [HEAD] tokens respectively) regardless of the UBSTEP value. UBSTEP can also not protect parts that can be protected by LBSTEP. Example, torso armor with [UBSTEP:1] will protect upper arms, wings, non-[STANCE] tails, the torso, and lower body. However, a torso armor with [UBSTEP:4] or higher will also cover lower arms, fingers, facial features, and toes.
LBSTEP value or MAX ITEM_ARMOR
ITEM_PANTS
How many steps down the armor protects. 'Down' is defined as "Connected through a series of one or more body parts with the [LIMB] token to a body part with the [STANCE] token. [LBSTEP] can not protect feet (parts with the [STANCE] token). When counting steps, ignore any steps through upper or lower body parts. Example, torso armor with a LBSTEP:1 will protect both the lower body and the upper legs in addition to the torso(the lower body step is not counted). Leg armor with LBSTEP:MAX will protect the lower body, the entire legs, but not the feet or toes.
METAL_ARMOR_LEVELS ITEM_ARMOR
ITEM_GLOVES
ITEM_SHOES
ITEM_HELM
ITEM_PANTS
Metal versions of this item count as one ARMORLEVEL higher.
BLOCKCHANCE value ITEM_SHIELD Affects the block chance of the shield. Defaults to 10.
MATERIAL_SIZE value 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. Required.
SOFT All but ITEM_SHIELD 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. Further uses of this tag are unknown.
HARD All but ITEM_SHIELD Allows armor to be made of wood.
METAL All but ITEM_SHIELD Item can be made with metal. Randomly generated equipped armor will always be made out of metal whenever possible.
BARRED All but ITEM_SHIELD Can be crafted out of bone. Randomly generated equipped armor will never be made out of bone.
SCALED All but ITEM_SHIELD Can be crafted from shell. Randomly generated equipped armor will never be made of shell.
LEATHER All but ITEM_SHIELD Item can be made from leather. Randomly generated equipped armor with [LEATHER] will not be made of cloth, unless [SOFT] is also present.
SHAPED All but ITEM_SHIELD Only one shaped piece of clothing can be worn on a single body slot at a time.
CHAIN_METAL_TEXT All but ITEM_SHIELD Metal versions of this item will have "chain" added between the material and item name.
STRUCTURAL_ELASTICITY_WOVEN_THREAD All but ITEM_SHIELD Behaves almost the same as STRUCTURAL_ELASTICITY_CHAIN_ALL, but only when the object is made from woven thread. Also, the SHEAR_YIELD of the armor is capped at 20000 and the SHEAR_FRACTURE is capped at 30000. This causes the armor to be significantly weaker against edged (cutting/slashing/piercing) damage, even if the thread material is normally very strong.
STRUCTURAL_ELASTICITY_CHAIN_METAL All but ITEM_SHIELD Behaves the same as STRUCTURAL_ELASTICITY_CHAIN_ALL, but only when the object is made of metal.
STRUCTURAL_ELASTICITY_CHAIN_ALL All but ITEM_SHIELD Sets the *_STRAIN_AT_YIELD properties of the armor's material to a minimum of 50000, if not already higher. This causes the armor to flex like skin and pass blunt damage to the layers below.
LAYER_SIZE value All but ITEM_SHIELD What the size of this item in question is, when it is put on. This value affects physical size of an item, its thickness used for combat calculations. A piece of armor with higher LAYER_SIZE will be more efficient, yet heavier. Size also used for price calculation. See Armor for more on item sizes and layering. Defaults to 10.
LAYER_PERMIT value All but ITEM_SHIELD 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 Armor for more on item sizes and layering. Defaults to 10.
LAYER UNDER, OVER, ARMOR, COVER All but ITEM_SHIELD 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. Defaults to UNDER.
COVERAGE % value All but ITEM_SHIELD 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 completely. Temperature effects are also influenced by coverage. Defaults to 100.