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Difference between revisions of "v0.31:Material definition token"
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(Fixed table so that third row is uniform, added information on density) |
(correction in density explanation) |
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*density | *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}} | | 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 | + | It is displayed as a 4 or more digit number such as 11340 for lead. 11.34 g·cm−3 = 11340 (The last three digits are for after the decimal point.) |
|- | |- |
Revision as of 16:39, 12 June 2010
This article is about an older version of DF. |
Material Tokens
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, ALL_SOLID, or ALL.
Color comes from descriptor_color_standard.txt and is used to describe the color of the material. [STATE_COLOR:ALL_SOLID:GREY] |
STATE_NAME |
|
The name of the material as displayed in-game.
[STATE_COLOR: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
[DISPLAY_COLOR:7:0:0] |
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 at which the material takes heat damage. May be set to NONE. If the material has an ignite point but no heatdam point it may burn for very long time.[Verify] |
COLDDAM_POINT |
|
Temperature at which the material takes cold damage. 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. 11.34 g·cm−3 = 11340 (The last three digits are for after the decimal point.) |
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_ELASTICITY |
|
used for blunt-force combat. |
COMPRESSIVE_YIELD |
|
Supposedly used only during wrestling. |
COMPRESSIVE_FRACTURE |
|
Supposedly used only during wrestling. |
COMPRESSIVE_ELASTICITY |
|
Supposedly used only during wrestling. |
TENSILE_YIELD |
|
Supposedly used only during wrestling. |
TENSILE_FRACTURE |
|
Supposedly used only during wrestling. |
TENSILE_ELASTICITY |
|
Supposedly used only during wrestling. |
TORSION_YIELD |
|
Supposedly used only during wrestling. |
TORSION_FRACTURE |
|
Supposedly used only during wrestling. |
TORSION_ELASTICITY |
|
Supposedly used only during wrestling. |
SHEAR_YIELD |
|
Used for cutting calculations. |
SHEAR_FRACTURE |
|
Used for cutting calculations. |
SHEAR_ELASTICITY |
|
Used for cutting calculations. |
BENDING_YIELD |
|
Supposedly used only during wrestling. |
BENDING_FRACTURE |
|
Supposedly used only during wrestling. |
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 | ||
ITEMS_WEAPON_RANGED | ||
ITEMS_AMMO | ||
ITEMS_DIGGER | ||
ITEMS_ANVIL | ||
ITEMS_ARMOR | ||
ITEMS_SIEGE_ENGINE | ||
ITEMS_BARRED | ||
ITEMS_SCALED | ||
ITEMS_LEATHER | ||
ITEMS_SOFT | ||
ITEMS_DELICATE | ||
IS_STONE | ||
IS_METAL | ||
IS_GLASS | ||
IS_GEM | ||
IMPLIES_ANIMAL_KILL | Makes the elves angry if you try to trade something made from this material | |
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 | ||
HORN | ||
SHELL | ||
SILK | ||
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 | |
OVERWRITE_SOLID | ||
TEMP_DIET_INFO | ||
SLIME | ||
ICHOR | ||
GOO | ||
FILTH | ||
POWDER_DYE | ||
ITEM_SYMBOL | ||
IF_EXISTS_SET_HEATDAM_POINT |
|
|
IF_EXISTS_SET_COLDDAM_POINT |
|
|
IF_EXISTS_SET_IGNITE_POINT |
|
|
IF_EXISTS_SET_MELTING_POINT |
|
|
IF_EXISTS_SET_BOILING_POINT |
|
|
IF_EXISTS_SET_MAT_FIXED_TEMP |
|
|
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. |
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 always LOCAL_CREATURE_MAT in templates but could be others.
[MATERIAL_REACTION_PRODUCT:TAN_MAT:LOCAL_CREATURE_MAT:LEATHER] |
HARDENS_WITH_WATER | ||
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] |