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v0.31:Material definition token
This article is about an older version of DF. |
Material Tokens
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, ALL_SOLID, or ALL.
Color comes from descriptor_color_standard.txt and is used to describe the color of the material. [STATE_COLOR:ALL_SOLID:GREY] |
STATE_NAME |
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The name of the material as displayed in-game.
[STATE_COLOR: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 |
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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
[DISPLAY_COLOR:7:0:0] |
MATERIAL_VALUE |
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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 |
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Temperature at which the material boils. May be set to NONE. |
HEATDAM_POINT |
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Temperature at which the material takes heat damage. May be set to NONE. If the material has an ignite point but no heatdam point it may burn for very long time.[Verify] |
COLDDAM_POINT |
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Temperature at which the material takes cold damage. May be set to NONE. |
MAT_FIXED_TEMP |
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Constant temperature of the material. May be set to NONE. |
SOLID_DENSITY |
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Affects the weight of the material. Also affects combat calculations; affects blunt-force damage and ability of edged weapons to pierce tissue layers.[Verify] |
LIQUID_DENSITY |
|
|
MOLAR_MASS |
|
Supposedly not used. |
IMPACT_YIELD |
|
used for blunt-force combat. |
IMPACT_FRACTURE |
|
used for blunt-force combat. |
IMPACT_ELASTICITY |
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used for blunt-force combat. |
COMPRESSIVE_YIELD |
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Supposedly not used. |
COMPRESSIVE_FRACTURE |
|
Supposedly not used. |
COMPRESSIVE_ELASTICITY |
|
Supposedly not used. |
TENSILE_YIELD |
|
Supposedly not used. |
TENSILE_FRACTURE |
|
Supposedly not used. |
TENSILE_ELASTICITY |
|
Supposedly not used. |
TORSION_YIELD |
|
Supposedly not used. |
TORSION_FRACTURE |
|
Supposedly not used. |
TORSION_ELASTICITY |
|
Supposedly not used. |
SHEAR_YIELD |
|
Used for cutting calculations. |
SHEAR_FRACTURE |
|
Used for cutting calculations. |
SHEAR_ELASTICITY |
|
Used for cutting calculations. |
BENDING_YIELD |
|
Supposedly not used. |
BENDING_FRACTURE |
|
Supposedly not used. |
BENDING_ELASTICITY |
|
Supposedly not used. |
MAX_EDGE |
|
How sharp the material is. Used in cutting calculations. |
ABSORPTION |
|
Supposedly not used. |
ITEMS_HARD | ||
ITEMS_QUERN | ||
ITEMS_WEAPON | ||
ITEMS_WEAPON_RANGED | ||
ITEMS_AMMO | ||
ITEMS_DIGGER | ||
ITEMS_ANVIL | ||
ITEMS_ARMOR | ||
ITEMS_SIEGE_ENGINE | ||
ITEMS_BARRED | ||
ITEMS_SCALED | ||
ITEMS_LEATHER | ||
ITEMS_SOFT | ||
ITEMS_DELICATE | ||
IS_STONE | ||
IS_METAL | ||
IS_GLASS | ||
IS_GEM | ||
IMPLIES_ANIMAL_KILL | Makes the elves angry if you try to trade something made from this material | |
ALCOHOL_PLANT | ||
ALCOHOL_CREATURE | ||
CHEESE_PLANT | ||
CHEESE_CREATURE | ||
POWDER_MISC_PLANT | ||
POWDER_MISC_CREATURE | ||
STOCKPILE_GLOB | ||
LIQUID_MISC_PLANT | ||
LIQUID_MISC_CREATURE | ||
LIQUID_MISC_OTHER | ||
STRUCTURAL_PLANT_MAT | ||
SEED_MAT | ||
LEAF_MAT | ||
BONE | ||
THREAD_PLANT | ||
TOOTH | ||
HORN | ||
SHELL | ||
SILK | ||
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. | |
OVERWRITE_SOLID | ||
TEMP_DIET_INFO | ||
SLIME | ||
ICHOR | ||
GOO | ||
FILTH | ||
POWDER_DYE | ||
ITEM_SYMBOL | ||
IF_EXISTS_SET_HEATDAM_POINT |
|
|
IF_EXISTS_SET_COLDDAM_POINT |
|
|
IF_EXISTS_SET_IGNITE_POINT |
|
|
IF_EXISTS_SET_MELTING_POINT |
|
|
IF_EXISTS_SET_BOILING_POINT |
|
|
IF_EXISTS_SET_MAT_FIXED_TEMP |
|
|
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. |
MATERIAL_REACTION_PRODUCT |
|
Used with reaction raws to preserve material source from reagent to product. First argument comes from HAS_MATERIAL_REACTION_PRODUCT in reaction raws. Second argument is always LOCAL_CREATURE_MAT in templates but could be others.
[MATERIAL_REACTION_PRODUCT:TAN_MAT:LOCAL_CREATURE_MAT:LEATHER] |
HARDENS_WITH_WATER | ||
SOAP_LEVEL |
|
|
MULTIPLY_VALUE |
|
Multiplies the value of the selected material. Seen in local creature materials. |
Syndrome Tokens
The following tokens are used to define syndromes associated with a material.
Token | Arguments | Description |
---|---|---|
SYNDROME | Begin defining a syndrome. | |
SYN_NAME |
|
Name of the syndrome. |
SYN_INJECTED | Syndrome is contracted if injected via creature attack. | |
SYN_CONTACT | Syndrome is contracted if material contaminent (water covering, for example) is present on the body. | |
SYN_INHALED | Syndrome is contracted if dust, vapor, or gas is inhaled. | |
SYN_AFFECTED_CLASS |
|
Which creature classes can contract the syndrome. ALL does not make every creature susceptible. |
SYN_IMMUNE_CLASS |
|
Which creature classes are immune to the syndrome. |
SYN_AFFECTED_CREATURE |
|
ALL is a valid argument for the second parameter. |
SYN_IMMUNE_CREATURE |
|
ALL is a valid argument for the second parameter. Be sure to give this to venomous creatures, especially those with contact or inhaled poisons. |
Effect | See below |
Effect token
Effect tokens are added to a syndrome in the following format:
[effect:SEV:n:PROB:n:special:START:n:PEAK:n:END:n:special]
The following effects can be used, most of which are self-explanatory:
- CE_PAIN
- CE_SWELLING
- CE_OOZING
- CE_BRUISING
- CE_BLISTERS
- CE_NUMBNESS
- CE_PARALYSIS
- CE_FEVER
- CE_BLEEDING
- CE_COUGH_BLOOD
- CE_VOMIT_BLOOD
- CE_NAUSEA
- CE_UNCONSCIOUSNESS
- CE_NECROSIS
- CE_IMPAIR_FUNCTION
- CE_DROWSINESS
- CE_DIZZINESS
The other arguments and special tokens are as follows. Special tokens can be used before or after the START, PEAK, and END.
Token | Arguments | Description |
---|---|---|
SEV |
|
Severity of the effect. Number can presumably exceed 100.[Verify] |
PROB |
|
Probability of the effect. Probably a percentage. |
START, PEAK, END |
|
Timespan of the effect. The effect will increase from the starting time to the peak time, and decrease from the peak time to the end time. |
LOCALIZED | Contact poison will only effect the area it contacts. | |
RESISTABLE | Effect has a chance of being resisted beyond the probability. Uses disease resistance attribute?[Verify] | |
ENTERS_BLOOD | Automatically makes creatures who don't have blood immune | |
VASCULAR_ONLY | Only affects vascular tissue. | |
MUSCULAR_ONLY | Only affects muscule tissue. | |
BP |
|
The effect will only affect a particular body part.
BP:BY_TYPE:THOUGHT:ALL |
Example Syndrome
[SYNDROME] [SYN_NAME:lime disease] [SYN_AFFECTED_CLASS:GENERAL_POISON] [SYN_IMMUNE_CREATURE:TIGER:ALL] [SYN_INHALED][SYN_CONTACT][SYN_INJECTED] [CE_FEVER:SEV:50:PROB:100:RESISTABLE:START:50:PEAK:500:END:1500] [CE_NAUSEA:SEV:35:PROB:100:RESISTABLE:START:50:PEAK:100:END:300] [CE_DROWSINESS:SEV:75:PROB:100:RESISTABLE:START:1000:PEAK:2000:END:4000] [CE_DIZZINESS:SEV:75:PROB:100:RESISTABLE:START:1000:PEAK:2000:END:3000] [CE_BLEEDING:SEV:50:PROB:100:LOCALIZED:VASCULAR_ONLY:START:10:PEAK:500:END:600:SIZE_DILUTES] [CE_NECROSIS:SEV:100:PROB:100:RESISTABLE:BP:BY_TYPE:THOUGHT:ALL:BP:BY_TYPE:NERVOUS:ALL:START:30:PEAK:60:END:1200]