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Difference between revisions of "23a:Weapon token"

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(weapons didn't change at all between 23a and 40d)
 
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For use on standard weapons.
 
For use on standard weapons.

Revision as of 21:15, 30 March 2011

This article is about an older version of DF.

For use on standard weapons.

Token Arguments Description
NAME singular:plural What this item will be called ingame.
ADJECTIVE adjective Appears before the name of the weapon's material. Eg. "large Obsidian dagger"
[DAMAGE:<damage amount>:<damage type>] dmg amount - value

dmg type - (slash, burn, etc.)

Sets the amount and the type of Template:L
WEIGHT value How much an item weighs.
STICK_CHANCE value The chance of a weapon sticking in a target.
SKILL weapon skill type (axe, sword, etc.) The type of weapon skill that experience is gained in when this weapon is wielded in melee fighting. For a list of skill tokens see Template:Ls.
RANGED:<skill type>:<ammo type> skill type - weapon skill type

ammo type - anything

This sets what weapon skill will be gained when this weapon is fired and what type of ammo can be fired by this weapon. Ammunition definitions have DAMAGE and CLASS - CLASS determines what ammo type it matches. Also allows this weapon to be constructed at a bowyer's workshop. For a list of skill tokens see Template:Ls.
CRIT_BOOST: value Increases the chance of a weapon piercing internal organs.
TWO_HANDED value Creatures wielding this weapon that are above the minimum size but their size is below this number must wield this weapon with two hands. (Currently only affects fortress mode as an adventurer can wield anything in one hand.)
MINIMUM_SIZE: value The size a creature must be in order to use this weapon.
CAN_STONE Can be made out of SHARP (unmodded: obsidian) stone.
MATERIAL_SIZE: value How much material is needed to make the item. Is most important with bars. The number of bars needed is the value divided by three.