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Difference between revisions of "23a:Entity token"
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* item token | * item token | ||
* rarity | * rarity | ||
− | | Allows the civilization to produce the specified type of armor. | + | | Allows the civilization to produce the specified type of armor. Permitted rarity values are RARE and UNCOMMON (anything else is treated as COMMON). |
[ARMOR:ITEM_ARMOR_PLATEMAIL:COMMON] | [ARMOR:ITEM_ARMOR_PLATEMAIL:COMMON] | ||
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* item token | * item token | ||
* rarity | * rarity | ||
− | | Allows the civilization to produce the specified type of handwear. | + | | Allows the civilization to produce the specified type of handwear. Permitted rarity values are RARE and UNCOMMON (anything else is treated as COMMON). |
[GLOVES:ITEM_GLOVES_GLOVES:COMMON] | [GLOVES:ITEM_GLOVES_GLOVES:COMMON] | ||
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* item token | * item token | ||
* rarity | * rarity | ||
− | | Allows the civilization to produce the specified type of headgear. | + | | Allows the civilization to produce the specified type of headgear. Permitted rarity values are RARE and UNCOMMON (anything else is treated as COMMON). |
[HELM:ITEM_HELM_HELM:COMMON] | [HELM:ITEM_HELM_HELM:COMMON] | ||
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* item token | * item token | ||
* rarity | * rarity | ||
− | | Allows the civilization to produce the specified type of legwear. | + | | Allows the civilization to produce the specified type of legwear. Permitted rarity values are RARE and UNCOMMON (anything else is treated as COMMON). |
[PANTS:ITEM_PANTS_PANTS:COMMON] | [PANTS:ITEM_PANTS_PANTS:COMMON] | ||
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* item token | * item token | ||
* rarity | * rarity | ||
− | | Allows the civilization to produce the specified type of footwear. | + | | Allows the civilization to produce the specified type of footwear. Permitted rarity values are RARE and UNCOMMON (anything else is treated as COMMON). |
[SHOES:ITEM_SHOES_SHOES:COMMON] | [SHOES:ITEM_SHOES_SHOES:COMMON] | ||
Revision as of 13:53, 28 July 2011
This article is about an older version of DF. |
These Template:L define entities, or Template:Ls, in entity_*.txt files.
Gameplay
Token | Arguments | Description |
---|---|---|
INDIV_CONTROLLABLE | Allows the "Play Now!" option adventure mode. | |
CIV_CONTROLLABLE | Allows fortress mode. | |
CREATURE | creature | The type of creature that will inhabit the civilization. Multiple entries will be chosen from at random for each civilization.
[CREATURE:DWARF] |
Placement
Token | Arguments | Description |
---|---|---|
MOUNTAIN_SETTLEMENTS | Causes sites to be placed adjacent to mountains. | |
FOREST_SETTLEMENTS | Causes sites to be placed in forests. | |
PLAINS_SETTLEMENTS | Causes sites to be placed in plains. |
Flavor
Token | Arguments | Description |
---|---|---|
CURRENCY_BY_YEAR | Causes the civ's currency to be numbered with the year it was minted. | |
CURRENCY |
|
What kind of metals the civ uses for coin minting as well as the value of the coin.
[CURRENCY:SILVER:5] |
TRANSLATION | language | What language raw the entity uses.
[TRANSLATION:DWARF] |
CULL_SYMBOL |
|
ALL
Causes the entity to not use the words in these SYM sets. [CULL_SYMBOL:ALL:UGLY] |
SELECT_SYMBOL |
|
Causes the entity to more often use these symbols in the particular SYM set.
[SELECT_SYMBOL:ALL:PEACE] |
METAL_PREF | Causes the entity to use only Template:L for weapons and armor. Without this token, the entity will randomly use Template:L, Template:L, and Template:L. | |
STONE_PREF | ||
WOOD_PREF | Causes members to use wooden armor, shields, and weapons, as elves do. | |
GEM_PREF |
Behavior
Token | Arguments | Description |
---|---|---|
AMBUSHER | When invading sneaks around and shoots at straggling members of your society. They will spawn on the edge of the map and will only be visible when one of their party are spotted; this can be quite dangerous to undefended trade depots. | |
BABYSNATCHER | Sends thieves to steal babies. May also cause sieges as population increases. | |
NUISANCE | Sends thieves to steal items. Also makes the severity of attacks depend on the extent of thievery rather than the passage of time. | |
SIEGER | Will start campfires and wait around at the edge of your map for a month or two, before charging. |
Items and Animals Used
Token | Arguments | Description |
---|---|---|
AMMO | item token | Allows the civilization to produce the specified type of ammo.
[AMMO:ITEM_AMMO_BOLTS] |
ARMOR |
|
Allows the civilization to produce the specified type of armor. Permitted rarity values are RARE and UNCOMMON (anything else is treated as COMMON).
[ARMOR:ITEM_ARMOR_PLATEMAIL:COMMON] |
DIGGER | item token | Allows the civilization to produce the specified type of digging implement.
[DIGGER:ITEM_WEAPON_PICK] |
GLOVES |
|
Allows the civilization to produce the specified type of handwear. Permitted rarity values are RARE and UNCOMMON (anything else is treated as COMMON).
[GLOVES:ITEM_GLOVES_GLOVES:COMMON] |
HELM |
|
Allows the civilization to produce the specified type of headgear. Permitted rarity values are RARE and UNCOMMON (anything else is treated as COMMON).
[HELM:ITEM_HELM_HELM:COMMON] |
INSTRUMENT | item token | Allows the civilization to produce the specified musical instrument.
[INSTRUMENT:ITEM_INSTRUMENT_FLUTE] |
PANTS |
|
Allows the civilization to produce the specified type of legwear. Permitted rarity values are RARE and UNCOMMON (anything else is treated as COMMON).
[PANTS:ITEM_PANTS_PANTS:COMMON] |
SHIELD | item token | Allows the civilization to produce the specified type of shield.
[SHIELD:ITEM_SHIELD_SHIELD] |
SHOES |
|
Allows the civilization to produce the specified type of footwear. Permitted rarity values are RARE and UNCOMMON (anything else is treated as COMMON).
[SHOES:ITEM_SHOES_SHOES:COMMON] |
SIEGEAMMO | item token | Allows the civilization to produce the specified type of siege engine ammunition. In practice, this is always ballista bolts.
[SIEGEAMMO:ITEM_SIEGEAMMO_BALLISTA] |
TOY | item token | Allows the civilization to produce the specified toy.
[TOY:ITEM_TOY_PUZZLEBOX] |
TRAPCOMP | item token | Allows the civilization to produce the specified trap component.
[TRAPCOMP:ITEM_TRAPCOMP_GIANTAXEBLADE] |
WEAPON | item token | Allows the civilization to produce the specified weapon.
[WEAPON:ITEM_WEAPON_AXE_BATTLE] |
USE_ANIMAL_PRODUCTS | Allows the civilization to use and trade animal products - meat, fish, and leather. | |
USE_CAVE_ANIMALS | If they don't have it, creatures with exclusively subterranean biomes are skipped. | |
USE_EVIL_ANIMALS | Don't have it -> EVIL creatures skipped. | |
COMMON_DOMESTIC_MOUNT | If a creature has PET and the relevant COMMON_DOMESTIC_x tag (or COMMON_DOMESTIC for pets), it will be allowed if it passes the other checks. | |
COMMON_DOMESTIC_PACK | If a creature has PET and the relevant COMMON_DOMESTIC_x tag (or COMMON_DOMESTIC for pets), it will be allowed if it passes the other checks. | |
COMMON_DOMESTIC_PET | If a creature has PET and the relevant COMMON_DOMESTIC_x tag (or COMMON_DOMESTIC for pets), it will be allowed if it passes the other checks. | |
COMMON_DOMESTIC_PULL | If a creature has PET and the relevant COMMON_DOMESTIC_x tag (or COMMON_DOMESTIC for pets), it will be allowed if it passes the other checks. | |
RIVER_PRODUCTS | Allow civ to use river products in the goods it has available for trade. | |
OCEAN_PRODUCTS | Allow civ to use ocean products in the goods it has available for trade. | |
INDOOR_FARMING | Allow civ to use underground plant products in the goods it has available for trade. | |
OUTDOOR_FARMING | Allow civ to use outdoor plant products in the goods it has available for trade. | |
CLOTHING | Civ members will attempt to wear clothing. | |
SUBTERRANEAN_CLOTHING | Civ members will wear things made of spider silk and other subterranean materials. | |
MINOR_METAL | Will always use Template:L. |