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v0.31:Armor token

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Revision as of 05:34, 7 May 2010 by QuietBot (talk | contribs) (Fixing quality template tags (904/943))
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Template:AV

Tokens

Token Arguments Usage Description
ARMORLEVEL

omitted - clothing
1 - leather
2 - chain
3 - plate

All What category this item falls under. Lack of this tag makes this item clothes level.
BARRED All Can be crafted out of bone. Randomly generated equipped armor will never be made out of bone.
BLOCKCHANCE value item_shield Tag only present for shields. Affects the block chance of the shield.
CHAIN_METAL_TEXT item_pants Metal versions of this item will have "chain" added between the material and item name. Not a valid token for some armor slots.
COVERAGE value All Coverage influences how often contaminants get through clothes and temperature effects
HARD All Item does not Template:L when worn. Opposite of [SOFT]. No tag defaults to [HARD].
ITEM_<name1>:<name2>

Name 1 - ARMOR, HELM, SHOES, SHIELD, PANTS, GLOVES
Name 2 - Anything

All First name is required to define the item as wearable on that body part. The second can be anything you want to call it. [ITEM_ARMOR:ITEM_ARMOR_PLATEMAIL]
LAYER UNDER, OVER, ARMOR, COVER All How this item is layered. The [LAYER_PERMIT:#] of a [LAYER:ARMOR] item overrides the [LAYER_PERMIT:#] of other items on the same ITEM_<name1>, unless it is a [LAYER:COVER] items.
LAYER_SIZE value All What the size of this item in question is, when it is put on. See Template:L for more on item sizes and layering.
LAYER_PERMIT value All The maximum number of items allowed on that body slot. If the body slot's layer value is over this, no more of this item can be put on. See Template:L for more on item sizes and layering.
LBSTEP value or MAX

item_armor
item_pants

How many steps down the armor protects. Torso armor has this at 1, most leg armor has this at MAX.
LEATHER All Item can be made from leather. Randomly generated equipped armor with [LEATHER] will not be made of cloth, unless [SOFT] is also present.
MATERIAL_SIZE value All How much material is needed to make the item. Most important with bars. The number of bars required to make the item is the value divided by three.
METAL All Item can be made with metal. Randomly generated equipped armor will always be made out of metal whenever possible.
METAL_ARMOR_LEVELS Metal versions of this item count as one ARMORLEVEL higher. Only present in helms, caps, low boots, and high boots.
NAME singular:plural All What this item will be called ingame.
PREPLURAL <phrase> of

item_armor
item_pants

Changes the plural form of this item to "<phrase of> item". Primarily pertains to the stock screens. Example, "suits of" platemail, "pairs of" trousers, etc.
SCALED All Can be crafted from shell. Randomly generated equipped armor will never be made of shell.
SHAPED All Only one shaped piece of clothing can be worn on a single body slot at a time.
SOFT All Item can Template:L when worn. Opposite of [HARD]. Randomly generated equipped armor will have an equal probability of being made of leather or cloth, when this token is present and [METAL] is absent.
UBSTEP value, MAX item_armor How many steps up away from upper body the armor protects. Only present on torso armor. Coats/shirts/cloaks have it at MAX; Plate/chain/leather armors and togas/dresses/robes have it at 1; Tunics/capes/vests have it at 0
UPSTEP value, MAX All Item protects body parts a step up from where it is. Example, bucklers with an upstep of one, protect the lower arm, but should also protect the upper arm. Unknown what MAX does. Chausses have an upstep of this value.
STRUCTURAL_ELASTICITY_WOVEN_THREAD item_helm, item_gloves, item_pants, item_shoes, item_armor
STRUCTURAL_ELASTICITY_CHAIN_METAL item_pants, item_armor