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Difference between revisions of "v0.31:Material definition token"
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(add tentative definitions for a few, and confirm STRUCTURAL_PLANT_MAT (and that it is, in fact, the reason why the Plants category under Food lists trees and grasses)) |
m (Added See Also section) |
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+ | ==See Also== | ||
+ | * [[Inorganic material definition token]] | ||
+ | * [[Syndrome]] | ||
+ | * [[Tissue definition token]] | ||
{{Category|Modding}} | {{Category|Modding}} | ||
{{Category|Tokens}} | {{Category|Tokens}} |
Revision as of 02:38, 1 March 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 |
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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 |
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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 |
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The color of unmined tiles containing this material (for stone and soil), as well as Template:Ls in this material. |
BUILD_COLOR |
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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 |
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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 |
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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 |
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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 |
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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 |
|
The material's tendency to absorb liquids. Containers made of materials with nonzero absorption cannot hold liquids unless they have been glazed. |
ITEMS_HARD | ||
ITEMS_QUERN | Querns and millstones can be made out of this material.[Verify] | |
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 | Template:L items (clothes with [BARRED]) can be made from this material. | |
ITEMS_SCALED | Template:L items (clothes with [SCALED]) can be made from this material. | |
ITEMS_LEATHER | Template:L items (clothes with [LEATHER]) can be made from this material. | |
ITEMS_SOFT | ||
ITEMS_DELICATE | Used internally by amber and coral | |
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 | Used internally by green glass, clear glass, and crystal 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 | Classifies the material as plant alcohol, allowing it to be stored in food stockpiles under "Drink (Plant)". | |
ALCOHOL_CREATURE | Classifies the material as creature alcohol, allowing it to be stored in food stockpiles under "Drink (Animal)". | |
CHEESE_PLANT | Classifies the material as plant cheese, allowing it to be stored in food stockpiles under "Cheese (Plant)". | |
CHEESE_CREATURE | Classifies the material as creature cheese, allowing it to be stored in food stockpiles under "Cheese (Animal)". | |
POWDER_MISC_PLANT | Classifies the material as plant powder, allowing it to be stored in food stockpiles under "Milled Plant". | |
POWDER_MISC_CREATURE | Classifies the material as creature powder, allowing it to be stored in food stockpiles under "Bone Meal". | |
STOCKPILE_GLOB | Permits globs of the material in solid form to be stored in food stockpiles under "Fat" - without it, dwarves will come by and "clean" the items, destroying them. | |
STOCKPILE_GLOB_PASTE | Permits globs of the material in paste form to be stored in food stockpiles under "Paste". | |
STOCKPILE_GLOB_PRESSED | Permits globs of the material in pressed form to be stored in food stockpiles under "Pressed Material". | |
LIQUID_MISC_PLANT | Classifies the material as a plant extract, allowing it to be stored in food stockpiles under "Extract (Plant)". | |
LIQUID_MISC_CREATURE | Classifies the material as a creature extract, allowing it to be stored in food stockpiles under "Extract (Animal)". | |
LIQUID_MISC_OTHER | Classifies the material as a miscellaneous liquid, allowing it to be stored in food stockpiles under "Misc. Liquid". | |
STRUCTURAL_PLANT_MAT | Classifies the material as plant, allowing it to be stored in food stockpiles under "Plants". | |
SEED_MAT | Classifies the material as plant seed, allowing it to be stored in food stockpiles under "Seeds".[Verify] | |
LEAF_MAT | Classifies the material as plant leaf, allowing it to be stored in food stockpiles under "Leaves".[Verify] | |
BONE | Classifies the material as bone, allowing it to be used by craftsdwarves.[Verify] | |
THREAD_PLANT | Classifies the material as plant fiber, weavable into cloth.[Verify] | |
TOOTH | Classifies the material as tooth, allowing it to be used by craftsdwarves.[Verify] | |
PEARL | Classifies the material as pearl, allowing it to be used by craftsdwarves.[Verify] | |
HORN | Classifies the material as horn, allowing it to be used by craftsdwarves.[Verify] | |
SHELL | Classifies the material as shell, allowing it to be used by craftsdwarves.[Verify] | |
LEATHER | Classifies the material as leather, allowing it to be used by craftsdwarves.[Verify] | |
SILK | Classifies the material as silk, weavable into cloth.[Verify] | |
WOOD | Classifies the material as wood, allowing it to be used by carpenters.[Verify] May also make elves angry if you try to trade it to them. | |
SOAP | Classifies the material as soap, permitting it to be stored in Bar/Block stockpiles with Soap enabled.[Verify] | |
MEAT | Classifies the material as edible meat.[Verify] | |
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. |
BLOCK_NAME |
|
When blocks are made of this material, they 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. The first argument is used by HAS_MATERIAL_REACTION_PRODUCT and GET_MATERIAL_FROM_REAGENT in reaction raws. The remainder is a material reference, generally LOCAL_CREATURE_MAT:SUBTYPE or LOCAL_PLANT_MAT: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. | |
DISPLAY_UNGLAZED | ||
YARN | Classifies the material as yarn, weavable into cloth.[Verify] |
Syndrome tokens
Token | Arguments | Description |
---|---|---|
SYN_NAME | text | defines the name of the syndrome |
SYN_AFFECTED_CLASS | adds a class of creatures to those affected, such as CREATURE_CLASS:GENERAL_POISON | |
SYN_IMMUNE_CLASS | makes the class of creatures immune to the syndrome | |
SYN_AFFECTED_CREATURE | creature | adds a specific creature to those affected. |
SYN_IMMUNE_CREATURE | creature | makes the creature immune to the syndrome |
SYN_CONTACT | syndrome can be contracted on contact (e.g. poison dust or liquid) | |
SYN_INHALED | syndrome can be contracted by inhalation (e.g. poison vapor or gas) | |
SYN_INJECTED | syndrome can be contracted by injection (by a creature) | |
CE_X |
Place affected:
Timeline:
|
Specifies the way that a syndrome affects a creature -- more detail can be found on the Syndromes page |