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v0.31:Weapon token

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Revision as of 02:41, 20 November 2011 by Quietust (talk | contribs) (from disassembly)
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This article is about an older version of DF.

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

Token Arguments Description
NAME
  • singular
  • plural
Name of the weapon. Required.
ADJECTIVE
  • adjective
Adjective of the weapon, e.g. the "large" in "large copper dagger".
SIZE
  • size
Volume of weapon in mL or cubic cm. Required.
WEIGHT Alias for SIZE
SHOOT_FORCE
  • value
Crossbow with both force and maxvel set to 99999999~ pierces through adamantine with lead bolts. If maxvel just sets maximum speed, piercing is determined by force.
SHOOT_MAXVEL
  • value
Indirect affects reloading speed. Determines speed of projectile and a weapon cannot have more than 1 projectile onscreen at a time.
SKILL
  • Skill token
The skill to determine effectiveness in melee with this weapon. Required.
RANGED
  • Skill token
  • Ammo item token
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. Required.
MINIMUM_SIZE
  • size
Minimum body size (in cm^3) to use the weapon at all (multigrasp required until TWO_HANDED value) Required.
CAN_STONE Allows this weapon to be made from sharp stones (i.e. Template:L) 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. No weapons currently have a correct MATERIAL_SIZE by defaultv0.31.12. 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. Required.