v0.31:Armor token

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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.


Token Arguments Usage Description
NAME singular:plural All What this item will be called ingame.
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.
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.
Unused. Defaults to -1.

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.
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.v0.31.03
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 bugged,v0.31.03 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.
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 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 Unknown function. No tag defaults to [HARD].
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_CHAIN_ALL All but ITEM_SHIELD Seems to make blunt attacks more damaging. Further testing is needed.
LAYER_SIZE value All but ITEM_SHIELD What the size of this item in question is, when it is put on. 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.