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Difference between revisions of "23a:Weapon token"
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(weapons didn't change at all between 23a and 40d) |
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− | {{ | + | {{quality|Exceptional|21:15, 30 March 2011 (UTC)}}{{av}} |
For use on standard weapons. | For use on standard weapons. | ||
Line 23: | Line 23: | ||
| dmg amount - value | | dmg amount - value | ||
dmg type - (slash, burn, etc.) | dmg type - (slash, burn, etc.) | ||
− | | Sets the amount and the type of | + | | Sets the amount and the type of [[Damage]] |
|- | |- | ||
Line 38: | Line 38: | ||
| SKILL | | SKILL | ||
| weapon skill type (axe, sword, etc.) | | weapon skill type (axe, sword, etc.) | ||
− | | The type of weapon skill that experience is gained in when this weapon is wielded in melee fighting. For a list of skill tokens see | + | | The type of weapon skill that experience is gained in when this weapon is wielded in melee fighting. For a list of skill tokens see [[Skill token]]s. |
|- | |- | ||
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| skill type - weapon skill type | | skill type - weapon skill type | ||
ammo type - anything | ammo type - anything | ||
− | | This sets what weapon skill will be gained when this weapon is fired and what type of ammo can be fired by this weapon. Ammunition definitions have DAMAGE and CLASS - CLASS determines what ammo type it matches. Also allows this weapon to be constructed at a bowyer's workshop. For a list of skill tokens see | + | | This sets what weapon skill will be gained when this weapon is fired and what type of ammo can be fired by this weapon. Ammunition definitions have DAMAGE and CLASS - CLASS determines what ammo type it matches. Also allows this weapon to be constructed at a bowyer's workshop. For a list of skill tokens see [[Skill token]]s. |
|- | |- | ||
Line 69: | Line 69: | ||
| MATERIAL_SIZE: | | MATERIAL_SIZE: | ||
| value | | value | ||
− | | How much material is needed to make the item. | + | | How much material is needed to make the item. When using normal metal bars, the amount needed is the value divided by 3, rounded down; when using [[adamantine]], the number of wafers needed is equal to the value. |
|} | |} | ||
{{Category|Modding}} | {{Category|Modding}} | ||
{{Category|Tokens}} | {{Category|Tokens}} |
Latest revision as of 15:25, 25 July 2012
This article is about an older version of DF. |
For use on standard weapons.
Token | Arguments | Description |
---|---|---|
NAME | singular:plural | What this item will be called ingame. |
ADJECTIVE | adjective | Appears before the name of the weapon's material. Eg. "large Obsidian dagger" |
[DAMAGE:<damage amount>:<damage type>] | dmg amount - value
dmg type - (slash, burn, etc.) |
Sets the amount and the type of Damage |
WEIGHT | value | How much an item weighs. |
STICK_CHANCE | value | The chance of a weapon sticking in a target. |
SKILL | weapon skill type (axe, sword, etc.) | The type of weapon skill that experience is gained in when this weapon is wielded in melee fighting. For a list of skill tokens see Skill tokens. |
RANGED:<skill type>:<ammo type> | skill type - weapon skill type
ammo type - anything |
This sets what weapon skill will be gained when this weapon is fired and what type of ammo can be fired by this weapon. Ammunition definitions have DAMAGE and CLASS - CLASS determines what ammo type it matches. Also allows this weapon to be constructed at a bowyer's workshop. For a list of skill tokens see Skill tokens. |
CRIT_BOOST: | value | Increases the chance of a weapon piercing internal organs. |
TWO_HANDED | value | Creatures wielding this weapon that are above the minimum size but their size is below this number must wield this weapon with two hands. (Currently only affects fortress mode as an adventurer can wield anything in one hand.) |
MINIMUM_SIZE: | value | The size a creature must be in order to use this weapon. |
CAN_STONE | Can be made out of SHARP (unmodded: obsidian) stone. | |
MATERIAL_SIZE: | value | How much material is needed to make the item. When using normal metal bars, the amount needed is the value divided by 3, rounded down; when using adamantine, the number of wafers needed is equal to the value. |