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Difference between revisions of "40d:Item token"
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| 28 || HELM || Armor and clothing worn on the head. Subtypes come from item_helm.txt | | 28 || HELM || Armor and clothing worn on the head. Subtypes come from item_helm.txt | ||
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− | | 29 || GLOVES || Armor and clothing worn on the hands. Subtypes come from item_gloves.txt | + | | 29 || GLOVES || Armor and clothing worn on the hands. Subtypes come from item_gloves.txt. Note that created gloves will not be flagged as "left" or "right" and thus cannot be equipped by anyone. |
|- | |- | ||
| 30 || BOX || [[Container|Chest]]s (wood), coffers (stone), boxes (glass), and bags (cloth or leather). | | 30 || BOX || [[Container|Chest]]s (wood), coffers (stone), boxes (glass), and bags (cloth or leather). |
Latest revision as of 02:11, 3 June 2024
This article is about an older version of DF. |
- You may be looking for Item definition token.
These are to be used with certain Creature token (such as ITEMCORPSE) as well as in Reactions.
An item is described by four tokens, as such:
[<whatever is asking for the token>:TYPE:SUBTYPE:MATERIAL:MATGLOSS]
Nearly all items are made of a material, though several types expect either a creature ID or a plant ID instead.
Item type tokens[edit]
# | Token | Description |
---|---|---|
0 | BAR | Bars, such as metal, fuel, or soap. |
1 | SMALLGEM | Cut gemstones usable in jeweler's workshop |
2 | BLOCKS | Blocks of any kind. |
3 | ROUGH | Rough gemstones or raw glass. |
4 | STONE | Raw mined stone. |
5 | WOOD | Wooden logs. Material must be WOOD. |
6 | DOOR | Doors. |
7 | FLOODGATE | Floodgates. |
8 | BED | Beds. |
9 | CHAIR | Chairs and thrones. |
10 | CHAIN | Chains and ropes. |
11 | FLASK | Flasks. |
12 | GOBLET | Goblets. |
13 | INSTRUMENT | Musical instruments. Subtypes come from item_instrument.txt |
14 | TOY | Toys. Subtypes come from item_toy.txt |
15 | WINDOW | Glass windows. |
16 | CAGE | Cages. |
17 | BARREL | Barrels. |
18 | BUCKET | Buckets. |
19 | ANIMALTRAP | Animal traps. |
20 | TABLE | Tables. |
21 | COFFIN | Coffins. |
22 | STATUE | Statues. |
23 | CORPSE | Corpses. Has no material. |
24 | WEAPON | Weapons. Subtypes come from item_weapon.txt |
25 | ARMOR | Armor and clothing worn on the upper body. Subtypes come from item_armor.txt |
26 | SHOES | Armor and clothing worn on the feet. Subtypes come from item_shoes.txt |
27 | SHIELD | Shields and bucklers. Subtypes come from item_shield.txt |
28 | HELM | Armor and clothing worn on the head. Subtypes come from item_helm.txt |
29 | GLOVES | Armor and clothing worn on the hands. Subtypes come from item_gloves.txt. Note that created gloves will not be flagged as "left" or "right" and thus cannot be equipped by anyone. |
30 | BOX | Chests (wood), coffers (stone), boxes (glass), and bags (cloth or leather). |
31 | BIN | Bins. |
32 | ARMORSTAND | Armor stands. |
33 | WEAPONRACK | Weapon racks. |
34 | CABINET | Cabinets. |
35 | FIGURINE | Idols. |
36 | AMULET | Amulets. |
37 | SCEPTER | Scepters. |
38 | AMMO | Ammunition for hand-held weapons. Subtypes come from item_ammo.txt |
39 | CROWN | Crowns. |
40 | RING | Rings. |
41 | EARRING | Earrings. |
42 | BRACELET | Bracelets. |
43 | GEM | Large gems. |
44 | ANVIL | Anvils. |
45 | CORPSEPIECE | Body parts. Has no material. |
46 | REMAINS | Dead vermin bodies and large creature chunks. Material is a creature ID. |
47 | MEAT | Butchered meat. Material is a creature ID. |
48 | FISH | Prepared fish. Material is a creature ID. |
49 | FISH_RAW | Unprepared fish. Material is a creature ID. |
50 | VERMIN | Live vermin. Material is a creature ID. |
51 | PET | Tame vermin. Material is a creature ID. |
52 | SEEDS | Seeds from plants. Material is a plant ID. |
53 | PLANT | Plants. Material is a plant ID. |
54 | SKIN_RAW | Untanned skins. Material is a creature ID. |
55 | SKIN_TANNED | Leather. Material must be LEATHER. |
56 | BONES | Bones from creatures. Material is a creature ID. |
57 | SHELL | Shells from creatures that have them. Material is a creature ID. |
58 | LEAVES | Leaves, usually from quarry bushes. Material is a plant ID. |
59 | THREAD | Thread gathered from webs or made at the farmer's workshop. |
60 | CLOTH | Cloth made at the loom. |
61 | TOTEM | Skull totems. |
62 | SKULL | Skulls of dead creatures. Does not work correctly - raws are parsed as a standard material+matgloss, but the item interprets the material as a creature ID. See talk for more information. |
63 | PANTS | Armor and clothing worn on the legs. Subtypes come from item_pants.txt |
64 | BACKPACK | Backpacks. |
65 | QUIVER | Quivers. |
66 | CATAPULTPARTS | Catapult parts. |
67 | BALLISTAPARTS | Ballista parts. |
68 | SIEGEAMMO | Siege engine ammunition. Subtypes come from item_siegeammo.txt |
69 | BALLISTAARROWHEAD | Ballista arrow heads. |
70 | TRAPPARTS | Mechanisms. |
71 | TRAPCOMP | Trap components. Subtypes come from item_trapcomp.txt |
72 | EXTRACT | Extracts from certain plants and creatures. Material is either CREATURE or PLANT, and matgloss is a creature ID or plant ID. |
73 | POTION | ??? |
74 | DRINK | Alcoholic drinks. |
75 | POWDER_MISC | Powders such as flour, dye, sand, or bone meal. |
76 | CHEESE | Pieces of cheese. Material is either CREATURE or PLANT, and matgloss is a creature ID or plant ID. |
77 | FOOD | Prepared meals. Subtypes come from item_food.txt |
78 | LIQUID_MISC | Liquids such as water and lye. |
79 | COIN | Coins. |
80 | GLOB | Fat, tallow, and small bits of molten rock/metal. Also works with blood, vomit, mud, filth, salt, grime and unknown substance. |
81 | ROCK | Small rocks (usually thrown in adventurer mode). |
82 | PIPE_SECTION | Pipe sections. |
83 | HATCH_COVER | Hatch covers. |
84 | GRATE | Grates. |
85 | QUERN | Querns. |
86 | MILLSTONE | Millstones. |
Item subtype tokens[edit]
Most item types have no subtypes. "NONE" or "NO_SUBTYPE" (the raws use NO_SUBTYPE, saving an embark profile uses NONE) is used for the subtype position for these. For items that do have subtypes, the subtypes are defined from the raws for that item type as noted above.