v50 Steam/Premium information for editors
- v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
- Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.
Editing v0.31:Material definition token
Jump to navigation
Jump to search
Warning: You are not logged in.
Your IP address will be recorded in this page's edit history.
You are editing a page for an older version of Dwarf Fortress ("Main" is the current version, not "v0.31"). Please make sure you intend to do this. If you are here by mistake, see the current page instead.
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 1: | Line 1: | ||
− | + | {{av}} | |
− | The following tokens can be used in material | + | The following tokens can be used in material templates, as well as materials defined in other raw files. |
− | |||
{| {{prettytable}} | {| {{prettytable}} | ||
− | |- bgcolor="# | + | |- bgcolor="#ddd" |
! Token | ! Token | ||
! Arguments | ! Arguments | ||
Line 11: | Line 10: | ||
|- | |- | ||
− | | | + | | 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, PASTE/SOLID_PASTE, PRESSED/SOLID_PRESSED, ALL_SOLID, or ALL. | ||
+ | Color comes from descriptor_color_standard.txt and is used to indicate the color of the material. The nearest color value is used to display contaminants made of this material. | ||
+ | [STATE_COLOR:ALL_SOLID:GREY] | ||
|- | |- | ||
− | | | + | | STATE_NAME |
| | | | ||
− | * | + | *state |
− | * | + | *name |
− | + | | The name of the material as displayed in-game. | |
− | | | + | [STATE_NAME: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. | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | | | ||
|- | |- | ||
Line 55: | Line 52: | ||
*background color | *background color | ||
*foreground brightness | *foreground brightness | ||
− | | The on-screen color of the material. Uses a standard 3-digit | + | | The on-screen color of the material. Uses a standard 3-digit {{L|Color|color token}}. Equivalent to [TILE_COLOR:a:b:c], [BUILD_COLOR:b:a:X] (X = 1 if 'a' equals 'b', 0 otherwise), and [BASIC_COLOR:a:c] |
|- | |- | ||
− | | | + | | TILE_COLOR |
| | | | ||
*foreground color | *foreground color | ||
*background color | *background color | ||
*foreground brightness | *foreground brightness | ||
− | | The color of | + | | The color of unmined tiles containing this material (for stone and soil), as well as {{L|engraving}}s in this material. |
|- | |- | ||
− | | | + | | BUILD_COLOR |
| | | | ||
*foreground color | *foreground color | ||
*background color | *background color | ||
*foreground brightness | *foreground brightness | ||
− | | The color of | + | | The color of objects made of this material which use both the foreground and background color: {{L|door}}s, {{L|floodgate}}s, {{L|hatch cover}}s, {{L|bin}}s, {{L|barrel}}s, and {{L|cage}}s. |
|- | |- | ||
Line 78: | Line 75: | ||
*color | *color | ||
*brightness | *brightness | ||
− | | The color of objects made of this material which use only the foreground color, including workshops, floors and boulders, and smoothed walls. | + | | The color of objects made of this material which use only the foreground color, including workshops, floors and boulders, and smoothed walls. |
+ | |||
+ | |- | ||
+ | | MATERIAL_VALUE | ||
+ | | | ||
+ | *value | ||
+ | | Value modifier for the material. | ||
+ | |||
+ | |- | ||
+ | | SPEC_HEAT | ||
+ | | | ||
+ | *specific heat capacity | ||
+ | | See {{L|SPEC HEAT}} | ||
+ | |||
+ | |- | ||
+ | | 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 above which the material takes damage from heat. May be set to NONE. If the material has an ignite point but no heatdam point it may burn for very long time (around 9-10 months). | |
− | | | ||
− | |||
− | |||
|- | |- | ||
− | | | + | | COLDDAM_POINT |
| | | | ||
− | * | + | *temperature |
− | + | | Temperature below which the material takes damage from cold. 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}} | ||
+ | It is displayed as a 4 or more digit number such as 11340 for lead. 11340 kg·m^3 = 11340 | ||
+ | |- | ||
+ | | LIQUID_DENSITY | ||
| | | | ||
− | * | + | *density |
− | + | | It works the same as above, except it is for the liquid state. | |
− | | | ||
|- | |- | ||
− | | | + | | MOLAR_MASS |
| | | | ||
*value | *value | ||
− | | | + | | Supposedly not used. |
|- | |- | ||
Line 121: | Line 147: | ||
| | | | ||
*value | *value | ||
− | | | + | | Used for blunt-force combat. |
|- | |- | ||
Line 127: | Line 153: | ||
| | | | ||
*value | *value | ||
− | | | + | | Used for blunt-force combat. |
|- | |- | ||
Line 133: | Line 159: | ||
| | | | ||
*value | *value | ||
− | | | + | | Used for blunt-force combat. |
|- | |- | ||
Line 139: | Line 165: | ||
| | | | ||
*value | *value | ||
− | | | + | | [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.] |
|- | |- | ||
Line 145: | Line 171: | ||
| | | | ||
*value | *value | ||
− | | | + | | [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.] |
|- | |- | ||
Line 151: | Line 177: | ||
| | | | ||
*value | *value | ||
− | | | + | | [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.] |
|- | |- | ||
Line 157: | Line 183: | ||
| | | | ||
*value | *value | ||
− | | | + | | [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.] |
|- | |- | ||
Line 163: | Line 189: | ||
| | | | ||
*value | *value | ||
− | | | + | | [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.] |
|- | |- | ||
Line 169: | Line 195: | ||
| | | | ||
*value | *value | ||
− | | | + | | [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.] |
|- | |- | ||
Line 175: | Line 201: | ||
| | | | ||
*value | *value | ||
− | | | + | | [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.] |
|- | |- | ||
Line 181: | Line 207: | ||
| | | | ||
*value | *value | ||
− | | | + | | [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.] |
|- | |- | ||
Line 187: | Line 213: | ||
| | | | ||
*value | *value | ||
− | | | + | | [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.] |
|- | |- | ||
Line 193: | Line 219: | ||
| | | | ||
*value | *value | ||
− | | | + | | Used for cutting calculations. |
|- | |- | ||
Line 199: | Line 225: | ||
| | | | ||
*value | *value | ||
− | | | + | | Used for cutting calculations. |
|- | |- | ||
Line 205: | Line 231: | ||
| | | | ||
*value | *value | ||
− | | | + | | Used for cutting calculations. |
|- | |- | ||
− | | BENDING_YIELD | + | | BENDING_YIELD |
| | | | ||
*value | *value | ||
− | | | + | | [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.] |
|- | |- | ||
Line 217: | Line 243: | ||
| | | | ||
*value | *value | ||
− | | | + | | [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.] |
|- | |- | ||
Line 223: | Line 249: | ||
| | | | ||
*value | *value | ||
− | | | + | | [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.] |
|- | |- | ||
Line 229: | Line 255: | ||
| | | | ||
*value | *value | ||
− | | How sharp the material is. Used in cutting calculations. Applying a value of at least 10000 to a stone will allow weapons | + | | How sharp the material is. Used in cutting calculations. Applying a value of at least 10000 to a stone will allow weapons made from that stone. |
|- | |- | ||
− | | | + | | ABSORPTION |
| | | | ||
*value | *value | ||
− | | | + | | The material's tendency to absorb liquids. Containers made of materials with nonzero absorption cannot hold liquids unless they have been glazed. |
|- | |- | ||
− | | | + | | ITEMS_HARD |
| | | | ||
− | |||
− | |||
− | |||
− | |||
− | |||
| | | | ||
− | |||
− | |||
|- | |- | ||
− | | | + | | ITEMS_QUERN |
| | | | ||
− | + | | Querns and millstones can be made out of this material.{{verify}} | |
− | | | ||
|- | |- | ||
− | | | + | | ITEMS_WEAPON |
− | | | + | | |
− | + | | Melee {{L|Weapons#Manufactured_weapons|weapons}} can be made out of this material. | |
− | | | ||
|- | |- | ||
− | | | + | | ITEMS_WEAPON_RANGED |
| | | | ||
− | + | | Ranged weapons can be made out of this material. | |
− | | | ||
|- | |- | ||
− | | | + | | ITEMS_AMMO |
| | | | ||
− | + | | {{L|Weapon#Ammunition|Ammunition}} can be made out of this material. | |
− | | | ||
|- | |- | ||
− | | | + | | ITEMS_DIGGER |
| | | | ||
− | + | | {{L|Weapon#Dwarf-manufactured_weapons|Picks}} can be made out of this material. | |
− | | | ||
|- | |- | ||
− | | | + | | ITEMS_ANVIL |
| | | | ||
− | + | | {{L|Anvil}}s can be made out of this material. | |
− | | | ||
|- | |- | ||
− | | | + | | ITEMS_ARMOR |
| | | | ||
− | + | | {{L|Armor}} can be made out of this material. | |
− | | | ||
|- | |- | ||
− | | | + | | ITEMS_SIEGE_ENGINE |
| | | | ||
− | + | | Siege engine parts can be made out of this material.{{verify}} | |
− | | | ||
|- | |- | ||
− | | | + | | ITEMS_BARRED |
| | | | ||
− | + | | {{L|Bone}} items (clothes with [BARRED]) can be made from this material. | |
− | | | ||
|- | |- | ||
− | | | + | | ITEMS_SCALED |
| | | | ||
− | + | | {{L|Shell}} items (clothes with [SCALED]) can be made from this material. | |
− | | | ||
|- | |- | ||
− | | | + | | ITEMS_LEATHER |
| | | | ||
− | + | | {{L|Leather}} items (clothes with [LEATHER]) can be made from this material. | |
− | | | ||
|- | |- | ||
− | | | + | | ITEMS_SOFT |
| | | | ||
− | |||
− | |||
− | |||
− | |||
− | |||
| | | | ||
− | |||
− | |||
|- | |- | ||
− | | | + | | ITEMS_DELICATE |
| | | | ||
− | + | | Used internally by amber and coral | |
− | | | ||
|- | |- | ||
− | | | + | | ITEMS_METAL |
| | | | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
| | | | ||
− | |||
− | |||
|- | |- | ||
− | | | + | | IS_STONE |
| | | | ||
− | + | | Used to define that said material is stone. | |
− | |||
− | |||
− | | | ||
|- | |- | ||
− | | | + | | IS_METAL |
| | | | ||
− | + | | Used only in the metal template. Not used anywhere else. | |
− | |||
− | | | ||
|- | |- | ||
− | | | + | | IS_GLASS |
| | | | ||
− | + | | Used internally by green glass, clear glass, and crystal glass | |
− | |||
− | | Used | ||
− | |||
|- | |- | ||
− | | | + | | IS_GEM |
| | | | ||
− | * | + | * name |
− | | Used to | + | * plural |
− | + | * state | |
− | + | | Used to indicate that said material is a gemstone - when mined out, rough gems will be yielded instead of boulders. Plural can be "STP" to automatically append an "s" to the singular form, and OVERWRITE_SOLID will override the relevant STATE_NAME. | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
| IMPLIES_ANIMAL_KILL | | IMPLIES_ANIMAL_KILL | ||
| | | | ||
− | | Lets the game know that an animal was likely killed in the production of this item. Elves (and other entities that are ethically opposed to killing animals) will | + | | Lets the game know that an animal was likely killed in the production of this item. Elves (and other entities that are ethically opposed to killing animals) will not bring these for trade. |
|- | |- | ||
Line 413: | Line 375: | ||
| | | | ||
| Classifies the material as creature alcohol, allowing it to be stored in food stockpiles under "Drink (Animal)". | | Classifies the material as creature alcohol, allowing it to be stored in food stockpiles under "Drink (Animal)". | ||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
Line 428: | Line 385: | ||
| | | | ||
| Classifies the material as creature cheese, allowing it to be stored in food stockpiles under "Cheese (Animal)". | | Classifies the material as creature cheese, allowing it to be stored in food stockpiles under "Cheese (Animal)". | ||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
Line 445: | Line 397: | ||
|- | |- | ||
− | + | | STOCKPILE_GLOB | |
− | |||
− | |||
− | |||
− | |||
− | | STOCKPILE_GLOB | ||
| | | | ||
− | | Permits globs of the material in solid form to be stored in food stockpiles under "Fat" - without it, dwarves will come by and "clean" the items, destroying them | + | | Permits globs of the material in solid form to be stored in food stockpiles under "Fat" - without it, dwarves will come by and "clean" the items, destroying them. |
|- | |- | ||
Line 477: | Line 424: | ||
| LIQUID_MISC_OTHER | | LIQUID_MISC_OTHER | ||
| | | | ||
− | | Classifies the material as a miscellaneous liquid, allowing it to be stored in food stockpiles under "Misc. Liquid" | + | | Classifies the material as a miscellaneous liquid, allowing it to be stored in food stockpiles under "Misc. Liquid". |
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
Line 492: | Line 434: | ||
| SEED_MAT | | SEED_MAT | ||
| | | | ||
− | | Classifies the material as plant seed, allowing it to be stored in food stockpiles under "Seeds". | + | | Classifies the material as plant seed, allowing it to be stored in food stockpiles under "Seeds".{{verify}} |
|- | |- | ||
| LEAF_MAT | | LEAF_MAT | ||
| | | | ||
− | | Classifies the material as plant leaf, allowing it to be stored in food stockpiles under "Leaves". | + | | Classifies the material as plant leaf, allowing it to be stored in food stockpiles under "Leaves".{{verify}} |
|- | |- | ||
| BONE | | BONE | ||
| | | | ||
− | | Classifies the material as bone, allowing it to be used by craftsdwarves. | + | | Classifies the material as bone, allowing it to be used by craftsdwarves.{{verify}} |
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
| THREAD_PLANT | | THREAD_PLANT | ||
| | | | ||
− | | Classifies the material as plant fiber, | + | | Classifies the material as plant fiber, weavable into cloth.{{verify}} |
|- | |- | ||
| TOOTH | | TOOTH | ||
| | | | ||
− | | Classifies the material as tooth, allowing it to be used by craftsdwarves. | + | | Classifies the material as tooth, allowing it to be used by craftsdwarves.{{verify}} |
|- | |- | ||
− | | | + | | PEARL |
| | | | ||
− | | Classifies the material as | + | | Classifies the material as pearl, allowing it to be used by craftsdwarves.{{verify}} |
|- | |- | ||
− | | | + | | HORN |
| | | | ||
− | | Classifies the material as | + | | Classifies the material as horn, allowing it to be used by craftsdwarves.{{verify}} |
|- | |- | ||
| SHELL | | SHELL | ||
| | | | ||
− | | Classifies the material as shell, allowing it to be used by craftsdwarves. | + | | Classifies the material as shell, allowing it to be used by craftsdwarves.{{verify}} |
|- | |- | ||
| LEATHER | | LEATHER | ||
| | | | ||
− | | Classifies the material as leather, allowing it to be used by craftsdwarves. | + | | Classifies the material as leather, allowing it to be used by craftsdwarves.{{verify}} |
|- | |- | ||
| SILK | | SILK | ||
| | | | ||
− | | Classifies the material as silk, | + | | Classifies the material as silk, weavable into cloth.{{verify}} |
+ | |||
+ | |- | ||
+ | | WOOD | ||
+ | | | ||
+ | | Classifies the material as wood, allowing it to be used by carpenters.{{verify}} May also make elves angry if you try to trade it to them. | ||
|- | |- | ||
Line 550: | Line 492: | ||
|- | |- | ||
− | | | + | | MEAT |
| | | | ||
− | | | + | | Classifies the material as edible meat.{{verify}} |
|- | |- | ||
− | | | + | | GENERATES_MIASMA |
+ | | | ||
| | | | ||
− | |||
|- | |- | ||
| ROTS | | ROTS | ||
| | | | ||
− | | | + | | |
|- | |- | ||
| BLOOD_MAP_DESCRIPTOR | | BLOOD_MAP_DESCRIPTOR | ||
| | | | ||
− | | | + | | |
|- | |- | ||
| ICHOR_MAP_DESCRIPTOR | | ICHOR_MAP_DESCRIPTOR | ||
| | | | ||
− | | | + | | |
|- | |- | ||
| GOO_MAP_DESCRIPTOR | | GOO_MAP_DESCRIPTOR | ||
| | | | ||
− | | | + | | |
|- | |- | ||
| SLIME_MAP_DESCRIPTOR | | SLIME_MAP_DESCRIPTOR | ||
| | | | ||
− | | | + | | |
|- | |- | ||
| PUS_MAP_DESCRIPTOR | | PUS_MAP_DESCRIPTOR | ||
| | | | ||
− | |||
− | |||
− | |||
− | |||
| | | | ||
− | |||
|- | |- | ||
Line 610: | Line 547: | ||
|- | |- | ||
− | | | + | | CRYSTAL_GLASSABLE |
+ | | | ||
+ | | Can be used in the production of crystal glass. | ||
+ | |||
+ | |- | ||
+ | | STONE_NAME | ||
| | | | ||
− | | | + | | Name of stones mined out if material is a stone. |
|- | |- | ||
− | | | + | | LAVA |
| | | | ||
− | | | + | | Causes the material to seal magma pipes, be produced by the magma + water reaction and be used in the construction of Dark Fortresses |
|- | |- | ||
− | | | + | | TEMP_DIET_INFO |
+ | | | ||
+ | | | ||
+ | |||
+ | |- | ||
+ | | SLIME | ||
+ | | | ||
| | | | ||
− | |||
|- | |- | ||
− | | | + | | ICHOR |
+ | | | ||
| | | | ||
− | |||
|- | |- | ||
− | | | + | | GOO |
+ | | | ||
| | | | ||
− | |||
|- | |- | ||
− | | | + | | FILTH |
+ | | | ||
| | | | ||
− | |||
|- | |- | ||
− | | | + | | POWDER_DYE |
+ | | | ||
| | | | ||
− | |||
|- | |- | ||
− | | | + | | ITEM_SYMBOL |
+ | | | ||
| | | | ||
− | |||
|- | |- | ||
− | | | + | | IF_EXISTS_SET_HEATDAM_POINT |
| | | | ||
− | | | + | *temperature |
+ | | Changes a material's HEATDAM_POINT, but only if it was not set to NONE. | ||
|- | |- | ||
− | | | + | | IF_EXISTS_SET_COLDDAM_POINT |
− | | | + | | |
− | | | + | *temperature |
+ | | Changes a material's COLDDAM_POINT, but only if it was not set to NONE. | ||
|- | |- | ||
− | | | + | | IF_EXISTS_SET_IGNITE_POINT |
| | | | ||
− | | | + | *temperature |
+ | | Changes a material's IGNITE_POINT, but only if it was not set to NONE. | ||
|- | |- | ||
− | | | + | | IF_EXISTS_SET_MELTING_POINT |
| | | | ||
− | | | + | *temperature |
+ | | Changes a material's MELTING_POINT, but only if it was not set to NONE. | ||
|- | |- | ||
− | | | + | | IF_EXISTS_SET_BOILING_POINT |
| | | | ||
− | | | + | *temperature |
+ | | Changes a material's BOILING_POINT, but only if it was not set to NONE. | ||
|- | |- | ||
− | | | + | | IF_EXISTS_SET_MAT_FIXED_TEMP |
| | | | ||
− | | | + | *temperature |
+ | | Changes a material's MAT_FIXED_TEMP, but only if it was not set to NONE. | ||
|- | |- | ||
− | | | + | | EXTRACT_STORAGE |
+ | | | ||
| | | | ||
− | |||
|- | |- | ||
− | | | + | | BUTCHER_SPECIAL |
| | | | ||
− | | | + | *item type |
+ | *value | ||
+ | | 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. | ||
|- | |- | ||
− | | | + | | BLOCK_NAME |
| | | | ||
− | | | + | *singular |
+ | *plural | ||
+ | | When blocks are made of this material, they will be named via this token. | ||
+ | |||
+ | |- | ||
+ | | REACTION_CLASS | ||
+ | | *reaction reference | ||
+ | | Used to classify all items made of the material so that reactions can use them as generic reagents. | ||
|- | |- | ||
− | | | + | | MATERIAL_REACTION_PRODUCT |
| | | | ||
− | | [ | + | *reaction reference |
+ | *{{L|material token}} | ||
+ | | Used with reaction raws to preserve material source from reagent to product. The first argument is used by HAS_MATERIAL_REACTION_PRODUCT and GET_MATERIAL_FROM_REAGENT in reaction raws. The remainder is a material reference, generally LOCAL_CREATURE_MAT:SUBTYPE or LOCAL_PLANT_MAT:SUBTYPE or INORGANIC:STONETYPE. | ||
+ | [MATERIAL_REACTION_PRODUCT:TAN_MAT:LOCAL_CREATURE_MAT:LEATHER] | ||
|- | |- | ||
− | | | + | | HARDENS_WITH_WATER |
| | | | ||
− | | | + | * {{L|material token}} |
+ | | Allows the material to be used to make {{L|healthcare|casts}}. | ||
|- | |- | ||
− | | | + | | SOAP_LEVEL |
+ | | | ||
+ | *value | ||
| | | | ||
− | |||
|- | |- | ||
− | | | + | | MULTIPLY_VALUE |
| | | | ||
− | | | + | *value |
+ | | Multiplies the value of the selected material. Seen in local creature materials. | ||
|- | |- | ||
− | | | + | | SYNDROME |
| | | | ||
− | | | + | | Begins defining a {{L|Syndrome}}. Supposedly does not work with templates.{{verify}} |
|- | |- | ||
− | | | + | | UNDIGGABLE |
+ | | | ||
+ | | Used for a stone that cannot be dug into. | ||
+ | |||
+ | |- | ||
+ | | DISPLAY_UNGLAZED | ||
+ | | | ||
| | | | ||
− | |||
|- | |- | ||
− | | | + | | YARN |
| | | | ||
− | | | + | | Classifies the material as yarn, weavable into cloth.{{verify}} |
|} | |} | ||
Line 738: | Line 716: | ||
{| {{prettytable}} | {| {{prettytable}} | ||
− | |- bgcolor="# | + | |- bgcolor="#ddd" |
! Token | ! Token | ||
! Arguments | ! Arguments | ||
Line 747: | Line 725: | ||
| text | | text | ||
| defines the name of the syndrome | | defines the name of the syndrome | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
Line 784: | Line 747: | ||
|- | |- | ||
− | | | + | | SYN_CONTACT |
+ | | | ||
+ | | syndrome can be contracted on contact (e.g. poison dust or liquid) | ||
+ | |||
+ | |- | ||
+ | | SYN_INHALED | ||
+ | | | ||
+ | | syndrome can be contracted by inhalation (e.g. poison vapor or gas) | ||
+ | |||
+ | |- | ||
+ | | SYN_INJECTED | ||
+ | | | ||
+ | | syndrome can be contracted by injection (by a creature) | ||
+ | |||
+ | |- | ||
+ | | CE_X | ||
| | | | ||
*SEV:<value> (severity, higher is worse) | *SEV:<value> (severity, higher is worse) | ||
Line 794: | Line 772: | ||
*VASCULAR_ONLY (optional) | *VASCULAR_ONLY (optional) | ||
*MUSCULAR_ONLY (optional) | *MUSCULAR_ONLY (optional) | ||
− | *BP:BY_CATEGORY:category | + | *BP:(select BY_CATEGORY, BY_TYPE, or BY_TOKEN):category, type or token:tissues affected (specific or ALL) (optional) |
− | |||
− | |||
Timeline: | Timeline: | ||
*Start:effect start time | *Start:effect start time | ||
Line 804: | Line 780: | ||
|} | |} | ||
− | |||
− | |||
− | |||
− | |||
{{Category|Modding}} | {{Category|Modding}} | ||
{{Category|Tokens}} | {{Category|Tokens}} |