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.

Difference between revisions of "40d:Weapon token"

From Dwarf Fortress Wiki
Jump to navigation Jump to search
 
(23 intermediate revisions by 12 users not shown)
Line 1: Line 1:
=Tokens=
+
{{quality|Exceptional|21:20, 30 March 2011 (UTC)}}{{av}}
 +
 
 +
For use on standard weapons.
 +
 
 
{| {{prettytable}}
 
{| {{prettytable}}
 
|- bgcolor="#ddd"
 
|- bgcolor="#ddd"
Line 5: Line 8:
 
! Arguments
 
! Arguments
 
! Description
 
! Description
 +
 +
|-
 +
| ADJECTIVE
 +
| adjective
 +
| Appears before the name of the weapon's material. E.g. "large Obsidian dagger"
  
 
|-
 
|-
Line 21: Line 29:
 
dmg type - (slash, burn, etc.)
 
dmg type - (slash, burn, etc.)
 
| Sets the amount and the type of [[Damage]]
 
| Sets the amount and the type of [[Damage]]
 
|-
 
| HITS
 
| value
 
| Number of times it hits. (Trap components only)
 
 
|-
 
| IS_SCREW
 
|
 
| Weapon may be installed in a screw pump. (Trap components only)
 
 
|-
 
| IS_SPIKE
 
|
 
| Weapon may be installed in a spike trap. (Trap components only)
 
  
 
|-
 
|-
Line 45: Line 38:
 
| 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.
+
| 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.
  
 
|-
 
|-
Line 56: Line 49:
 
| 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. For a list of skill tokens see [[Skill tokens]].
+
| 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.
  
 
|-
 
|-
 
| 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 [[Skill tokens]].
+
| 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.
  
 
|-
 
|-
Line 71: Line 64:
 
| TWO_HANDED
 
| TWO_HANDED
 
| value
 
| 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.
+
| 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.'')
  
 
|-
 
|-
Line 77: Line 70:
 
| value
 
| value
 
| How much an item weighs.
 
| How much an item weighs.
 +
 
|}
 
|}
  
 
+
{{Category|Modding}}
 
+
{{Category|Tokens}}
[[Category:Modding]]
 

Latest revision as of 20:29, 23 June 2017

This article is about an older version of DF.

For use on standard weapons.

Token Arguments Description
ADJECTIVE adjective Appears before the name of the weapon's material. E.g. "large Obsidian dagger"
CAN_STONE Can be made out of SHARP (unmodded: obsidian) stone.
CRIT_BOOST: value Increases the chance of a weapon piercing internal organs.
[DAMAGE:<damage amount>:<damage type>] dmg amount - value

dmg type - (slash, burn, etc.)

Sets the amount and the type of Damage
MINIMUM_SIZE: value The size a creature must be in order to use this weapon.
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.
NAME singular:plural What this item will be called ingame.
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.
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.
STICK_CHANCE value The chance of a weapon sticking in a target.
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.)
WEIGHT value How much an item weighs.