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Weapon token
Revision as of 04:06, 14 July 2014 by 71.84.13.129 (talk)
This article was migrated from DF2014:Weapon token and may be inaccurate for the current version of DF (v50.14). See this page for more information. |
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. | Y |
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_PREPARE_AND_RECOVER |
|
Determines the length of time to prepare this attack and until one can perform this attack again. Values appear to be calculated in adventure mode ticks. | |
ATTACK_FLAG_BAD_MULTIATTACK | Multiple strikes with this attack cannot be performed effectively. | ||
ATTACK_FLAG_INDEPENDENT_MULTIATTACK | Multiple strikes with this attack can be performed with no penalty. | ||
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 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. |