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Difference between revisions of "Weapon token"

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These tokens can only be placed within an ITEM_WEAPON object definition, most do not function in armor objects.
 
These tokens can only be placed within an ITEM_WEAPON object definition, most do not function in armor objects.

Revision as of 03:44, 9 July 2014

These tokens can only be placed within an ITEM_WEAPON object definition, most do not function in armor objects.

Token Arguments Description Works in armor
NAME
  • singular
  • plural
Name of the weapon. Required. Y
ADJECTIVE
  • adjective
Adjective of the weapon, e.g. the "large" in "large copper dagger".
SIZE / WEIGHT
  • size
Volume of weapon in mL or cubic cm. Defaults to 100.
SHOOT_FORCE
  • value
The amount of force used when firing projectiles - velocity is presumably determined by the projectile's mass. Defaults to 0.
SHOOT_MAXVEL
  • value
The maximum speed a fired projectile can have.
SKILL The skill to determine effectiveness in melee with this weapon. Defaults to MACE. Skill of AXE will allow it to be used to chop down trees.
RANGED Makes this a ranged weapon that uses the specified ammo. The specified skill determines accuracy in ranged combat.
TWO_HANDED
  • size
Creatures under this size (in cm^3) must use the weapon two-handed. Defaults to 50000.
MINIMUM_SIZE
  • size
Minimum body size (in cm^3) to use the weapon at all (multigrasp required until TWO_HANDED value). Defaults to 40000.
CAN_STONE Allows the weapon to be made at a craftsdwarf's workshop from a sharp ([MAX_EDGE:10000] or higher) stone (e.g. obsidian) plus a wood log.
TRAINING Restricts this weapon to being made of wood.
MATERIAL_SIZE
  • value
Number of bar units needed for forging, as well as the amount gained from melting. Required.
ATTACK
  • attacktype:BLUNT or EDGE
  • contact_area:value
  • penetration_size:value
  • verb2nd:string
  • verb3rd:string
  • noun:string
  • velocity_multiplier:value
You can have many ATTACK tags and one will be randomly selected for each attack, with EDGE attacks 100 times more common than BLUNT attacks. Contact area is usually high for slashing and low for bludgeoning, piercing, and poking. Penetration value tends to be low for slashing and high for stabbing. Penetration is ignored if attack is BLUNT. Required.