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Difference between revisions of "v0.31:Material definition token"
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(add additional states) |
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*state | *state | ||
*color | *color | ||
− | | The state may be SOLID, LIQUID, GAS, POWDER, | + | | 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 | + | 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_COLOR:ALL_SOLID:GREY] | ||
Line 28: | Line 28: | ||
| | | | ||
*state | *state | ||
− | * | + | *name |
| The name of the material as displayed in-game. | | The name of the material as displayed in-game. | ||
[STATE_NAME:ALL_SOLID:stone] | [STATE_NAME:ALL_SOLID:stone] | ||
Line 43: | Line 43: | ||
| | | | ||
*state | *state | ||
− | * | + | *name/adjective |
| Sets both STATE_NAME and STATE_ADJ at the same time. | | Sets both STATE_NAME and STATE_ADJ at the same time. | ||
Revision as of 20:28, 17 February 2011
This article is about an older version of DF. |
The following tokens can be used in material templates, as well as materials defined in other raw files.
Token | Arguments | Description |
---|---|---|
MATERIAL_TEMPLATE |
|
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 |
|
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 |
|
The name of the material as displayed in-game.
[STATE_NAME:ALL_SOLID:stone] |
STATE_ADJ |
|
Like STATE_NAME, but used in different situations. Equipment made from the material uses the adjective. |
STATE_NAME_ADJ |
|
Sets both STATE_NAME and STATE_ADJ at the same time. |
DISPLAY_COLOR |
|
The on-screen color of the material. Uses a standard 3-digit Template:L. 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 |
|
The color of unmined tiles containing this material (for stone and soil), as well as Template:Ls in this material. |
BUILD_COLOR |
|
The color of objects made of this material which use both the foreground and background color: Template:Ls, Template:Ls, Template:Ls, Template:Ls, Template:Ls, and Template:Ls. |
BASIC_COLOR |
|
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 modifier for the material. |
SPEC_HEAT |
|
See Template:L |
IGNITE_POINT |
|
Temperature at which the material will catch fire. May be set to NONE. |
MELTING_POINT |
|
Temperature at which the material melts. May be set to NONE. |
BOILING_POINT |
|
Temperature at which the material boils. May be set to NONE. |
HEATDAM_POINT |
|
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 below which the material takes damage from cold. May be set to NONE. |
MAT_FIXED_TEMP |
|
Constant temperature of the material. May be set to NONE. |
SOLID_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 |
|
It works the same as above, except it is for the liquid state. |
MOLAR_MASS |
|
Supposedly not used. |
IMPACT_YIELD |
|
Used for blunt-force combat. |
IMPACT_FRACTURE |
|
Used for blunt-force combat. |
IMPACT_STRAIN_AT_YIELD or IMPACT_ELASTICITY |
|
Used for blunt-force combat. |
COMPRESSIVE_YIELD |
|
Supposedly used only during wrestling. |
COMPRESSIVE_FRACTURE |
|
Supposedly used only during wrestling. |
COMPRESSIVE_STRAIN_AT_YIELD or COMPRESSIVE_ELASTICITY |
|
Supposedly used only during wrestling. |
TENSILE_YIELD |
|
Supposedly used only during wrestling. |
TENSILE_FRACTURE |
|
Supposedly used only during wrestling. |
TENSILE_STRAIN_AT_YIELD or TENSILE_ELASTICITY |
|
Supposedly used only during wrestling. |
TORSION_YIELD |
|
Supposedly used only during wrestling. |
TORSION_FRACTURE |
|
Supposedly used only during wrestling. |
TORSION_STRAIN_AT_YIELD or TORSION_ELASTICITY |
|
Supposedly used only during wrestling. |
SHEAR_YIELD |
|
Used for cutting calculations. |
SHEAR_FRACTURE |
|
Used for cutting calculations. |
SHEAR_STRAIN_AT_YIELD or SHEAR_ELASTICITY |
|
Used for cutting calculations. |
BENDING_YIELD |
|
Supposedly used only during wrestling. |
BENDING_FRACTURE |
|
Supposedly used only during wrestling. |
BENDING_STRAIN_AT_YIELD or BENDING_ELASTICITY |
|
Supposedly used only during wrestling. |
MAX_EDGE |
|
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 |
|
Supposedly not used. |
ITEMS_HARD |
|
|
ITEMS_QUERN |
|
|
ITEMS_WEAPON |
|
Melee Template:L can be made out of this material. |
ITEMS_WEAPON_RANGED |
|
Ranged weapons can be made out of this material. |
ITEMS_AMMO |
|
Template:L can be made out of this material. |
ITEMS_DIGGER |
|
Template:L can be made out of this material. |
ITEMS_ANVIL |
|
Template:Ls can be made out of this material. |
ITEMS_ARMOR |
|
Template:L can be made out of this material. |
ITEMS_SIEGE_ENGINE |
|
Siege engine parts can be made out of this material.[Verify] |
ITEMS_BARRED |
|
|
ITEMS_SCALED |
|
|
ITEMS_LEATHER |
|
Template:L items can be made from this material. |
ITEMS_SOFT |
|
|
ITEMS_DELICATE |
|
|
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 | ||
IS_GEM |
|
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 | 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. | |
ALCOHOL_PLANT | ||
ALCOHOL_CREATURE | ||
CHEESE_PLANT | ||
CHEESE_CREATURE | ||
POWDER_MISC_PLANT | ||
POWDER_MISC_CREATURE | ||
STOCKPILE_GLOB | ||
LIQUID_MISC_PLANT | ||
LIQUID_MISC_CREATURE | ||
LIQUID_MISC_OTHER | ||
STRUCTURAL_PLANT_MAT | ||
SEED_MAT | ||
LEAF_MAT | ||
BONE | ||
THREAD_PLANT | ||
TOOTH |
| |
PEARL | ||
HORN | ||
SHELL | ||
LEATHER | ||
SILK | ||
WOOD | ||
SOAP | ||
MEAT | ||
GENERATES_MIASMA | ||
ROTS | ||
BLOOD_MAP_DESCRIPTOR | ||
ICHOR_MAP_DESCRIPTOR | ||
GOO_MAP_DESCRIPTOR | ||
SLIME_MAP_DESCRIPTOR | ||
PUS_MAP_DESCRIPTOR | ||
EDIBLE_VERMIN | Can be eaten by vermin. | |
EDIBLE_RAW | Can be eaten raw. | |
EDIBLE_COOKED | Can be cooked and then eaten. | |
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 |
|
Changes a material's HEATDAM_POINT, but only if it was not set to NONE. |
IF_EXISTS_SET_COLDDAM_POINT |
|
Changes a material's COLDDAM_POINT, but only if it was not set to NONE. |
IF_EXISTS_SET_IGNITE_POINT |
|
Changes a material's IGNITE_POINT, but only if it was not set to NONE. |
IF_EXISTS_SET_MELTING_POINT |
|
Changes a material's MELTING_POINT, but only if it was not set to NONE. |
IF_EXISTS_SET_BOILING_POINT |
|
Changes a material's BOILING_POINT, but only if it was not set to NONE. |
IF_EXISTS_SET_MAT_FIXED_TEMP |
|
Changes a material's MAT_FIXED_TEMP, but only if it was not set to NONE. |
EXTRACT_STORAGE | ||
BUTCHER_SPECIAL |
|
All instances in the material templates have NONE as the second argument. Possibly subtype?
[BUTCHER_SPECIAL:MEAT:NONE] [BUTCHER_SPECIAL:GLOB:NONE] |
MEAT_NAME |
|
When the creature is butchered, its organs 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 |
|
Used with reaction raws to preserve material source from reagent to product. First argument comes from HAS_MATERIAL_REACTION_PRODUCT in reaction raws. Second argument is a material reference, generally LOCAL_CREATURE_MAT:SUBTYPE but potentially also LOCAL_PLANT_MAT:SUBTYPE or even CREATURE_MAT:CREATURE_ID:SUBTYPE, PLANT_MAT:PLANT_ID:SUBTYPE, or INORGANIC:STONETYPE.
[MATERIAL_REACTION_PRODUCT:TAN_MAT:LOCAL_CREATURE_MAT:LEATHER] |
HARDENS_WITH_WATER | Allows the material to be used to make Template:L. | |
SOAP_LEVEL |
|
|
MULTIPLY_VALUE |
|
Multiplies the value of the selected material. Seen in local creature materials. |
SYNDROME | Begins defining a Template:L. Supposedly does not work with templates.[Verify] | |
UNDIGGABLE | Used for a stone that cannot be dug into. |