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Difference between revisions of "40d:Armor token"
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Revision as of 14:51, 11 August 2010
This article is about an older version of DF. |
The tokens for all types of armor on all slots, including shields. Usage column gives information on where use of the token might be restricted to. See the talk page for details on how material tokens influence randomly generated equipped items.
Tokens
Token | Arguments | Usage | Description |
---|---|---|---|
ARMORLEVEL |
omitted - clothing |
All | What category this item falls under. Lack of this tag makes this item clothes level. |
BARRED | All | Can be crafted out of bone. Randomly generated equipped armor will never be made out of bone. | |
BLOCKCHANCE | value | item_shield | Tag only present for shields. Affects the block chance of the shield. |
BLOCKPOWER | value |
item_helm |
How much damage the item blocks when that body part is struck. |
CHAIN_METAL | Metal versions of this item will have "chain" added between the material and item name. Not a valid token for some armor slots. | ||
COVERAGE | value | All | Coverage influences how often contaminants get through clothes and temperature effects |
HARD | All | Item does not Template:L when worn. Opposite of [SOFT]. No tag defaults to [HARD]. | |
ITEM_<name1>:<name2> |
Name 1 - ARMOR, HELM, SHOES, PANTS, GLOVES |
All | First name is required to define the item as wearable on that body part. The second can be anything you want to call it. [ITEM_ARMOR:ITEM_ARMOR_PLATEMAIL] |
LAYER | UNDER, OVER, ARMOR, COVER | All | How this item is layered. |
LAYER_SIZE | value | All | What the size of this item in question is, when it is put on. See Template:L for more on item sizes and layering. |
LAYER_PERMIT | value | All | The maximum number of items allowed on that body slot. If the body slot's layer value is over this, no more of this item can be put on. See Template:L for more on item sizes and layering. |
LBSTEP | value or MAX |
item_armor |
How many steps down the armor protects. Torso armor has this at 1, most leg armor has this at MAX. |
LEATHER | All | Item can be made from leather. Randomly generated equipped armor with [LEATHER] will not be made of cloth, unless [SOFT] is also present. | |
MAINBLOCK | value | item_armor | Only used when defining chest slot armor. Affects the item's primary block value. |
MATERIAL_SIZE | value | All | How much material is needed to make the item. Most important with bars. The number of bars required to make the item is the value divided by three. |
MATERIAL_PLACEHOLDER | <phrase> | item_armor | This sets a word to be used in-game instead of a material type, currently only appears on leather armor e.g. steel full plate becomes <phrase> full plate. |
METAL | All | Item can be made with metal. Randomly generated equipped armor will always be made out of metal whenever possible. | |
METAL_ARMOR_LEVELS | Metal versions of this item count as one ARMORLEVEL higher. Only present in helms, caps, low boots, and high boots. | ||
NAME | singular:plural | All | What this item will be called ingame. |
PREPLURAL | <phrase> of |
item_armor |
Changes the plural form of this item to "<phrase of> item". Primarily pertains to the stock screens. Example, "suits of" platemail, "pairs of" trousers, etc. |
SCALED | All | Can be crafted from shell. Randomly generated equipped armor will never be made of shell. | |
SECONDBLOCK | value | item_armor | Tag only present for chest armors. Affects secondary block value, that is, the block value for parts protected only thanks to UB/LBSTEP rather than by being the main part(like the torso) |
SHAPED | All | Only one shaped piece of clothing can be worn on a single body slot at a time. | |
SOFT | All | Item can Template:L when worn. Opposite of [HARD]. Randomly generated equipped armor will have an equal probability of being made of leather or cloth, when this token is present and [METAL] is absent. | |
UBSTEP | value, MAX | item_armor | How many steps up away from upper body the armor protects. Only present on torso armor. Coats/shirts/cloaks have it at MAX; Plate/chain/leather armors and togas/dresses/robes have it at 1; Tunics/capes/vests have it at 0 |
UPSTEP | value, MAX | All | Item protects body parts a step up from where it is. Example, bucklers with an upstep of one, protect the lower arm, but should also protect the upper arm. Unknown what MAX does. Chausses have an upstep of this value. |
VALUE | value | All | Value multiplier of the item. It will be multiplied by item quality and material. |
WEIGHT | value | All | How much the item weighs. |