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Difference between revisions of "23a:Trap component token"

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(though trap components didn't have the screw/spike tags, and they could only be made from metal)
 
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{{av}}{{Quality|Fine|08:22, 18 July 2010 (UTC)}}
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{{quality|Exceptional|21:15, 30 March 2011 (UTC)}}{{av}}
  
 
For use on trap components.
 
For use on trap components.
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| dmg amount - value
 
| dmg amount - value
 
dmg type - (slash, burn, etc.)
 
dmg type - (slash, burn, etc.)
| Sets the amount and the type of {{L|Damage}}
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| Sets the amount and the type of [[Damage]]
  
 
|-
 
|-
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| MATERIAL_SIZE:
 
| MATERIAL_SIZE:
 
| value
 
| value
| How much material is needed to make the item. Is most important with bars. The number of bars needed is the value divided by three.
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| Intended to specify the number of bars needed to construct this trap component, divided by 3. Is not actually used - all trap components require 2 bars of metal.
 
|}
 
|}
  
 
{{Category|Modding}}
 
{{Category|Modding}}
 
{{Category|Tokens}}
 
{{Category|Tokens}}

Latest revision as of 15:29, 25 July 2012

This article is about an older version of DF.

For use on trap components.

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. "enormous steel corkscrew"
[DAMAGE:<damage amount>:<damage type>] dmg amount - value

dmg type - (slash, burn, etc.)

Sets the amount and the type of Damage
STICK_CHANCE value The chance of a weapon sticking in a target.
WEIGHT value How much an item weighs.
HITS value Number of times it hits.
CRIT_BOOST: value Increases the chance of a weapon piercing internal organs.
MATERIAL_SIZE: value Intended to specify the number of bars needed to construct this trap component, divided by 3. Is not actually used - all trap components require 2 bars of metal.