v50 Steam/Premium information for editors
- v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
- Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.
v0.34:Weapon token
Revision as of 08:22, 18 May 2014 by Putnam3145 (talk | contribs)
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 | Works in armor |
---|---|---|---|
NAME |
|
Name of the weapon. Required. | X |
ADJECTIVE |
|
Adjective of the weapon, e.g. the "large" in "large copper dagger". | |
SIZE / WEIGHT |
|
Volume of weapon in mL or cubic cm. Defaults to 100. | |
SHOOT_FORCE |
|
The amount of force used when firing projectiles - velocity is presumably determined by the projectile's mass. Defaults to 0. | |
SHOOT_MAXVEL |
|
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 |
|
Creatures under this size (in cm^3) must use the weapon two-handed. Defaults to 50000. | |
MINIMUM_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 |
|
Number of bar units needed for forging, as well as the amount gained from melting. Required. | |
ATTACK |
|
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 should be high for slashing and low for bludgeoning, piercing, and poking. Penetration value should be low for slashing and higher for stabbing. Penetration is ignored if attack is BLUNT. Required. |